/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // snddma_null.c // all other sound mixing is portable #include "../client/client.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) { } sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed, qboolean force_load ) { return 0; } void S_StartLocalSound( const char *sound_name, qboolean force_load ) { } void S_ClearSoundBuffer( void ) { } int S_IsSoundPlaying( int channel_number, const char *sfxName ){ return 0; }