/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // snddma_null.c // all other sound mixing is portable #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" qboolean SNDDMA_Init( void ) { return qfalse; } int SNDDMA_GetDMAPos( void ) { return 0; } void SNDDMA_Shutdown( void ) { } void SNDDMA_BeginPainting( void ) { } void SNDDMA_Submit( void ) { } #ifdef USE_VOIP void SNDDMA_StartCapture( void ) { } int SNDDMA_AvailableCaptureSamples( void ) { return 0; } void SNDDMA_Capture( int samples, byte *data ) { } void SNDDMA_StopCapture( void ) { } void SNDDMA_MasterGain( float val ) { } #endif sfxHandle_t S_RegisterSound( const char *name, qboolean compressed ) { return 0; } void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) { } void S_ClearSoundBuffer( void ) { } // TTimo: added for win32 dedicated void SNDDMA_Activate( void ) { }