scummvm/saga/syssound.cpp
Eugene Sandulenko f3d340fb0c WIP for SAGA engine.
o text formatting is not consistent with rules, just indent utility is too
   dumb for that
 o it does not use OSystem, i.e. it runs on direct SDL calls
 o it may not even compile on your box
 o if you enable it, expect zillions of warnings
 o no sound

Now it runs ITE intro as reinherit did

svn-id: r13564
2004-04-12 21:40:49 +00:00

174 lines
2.9 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program 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.
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "reinherit.h"
#include "yslib.h"
/*
* Uses the following modules:
\*--------------------------------------------------------------------------*/
#include "game_mod.h"
#include "rscfile_mod.h"
namespace Saga {
/*
* Begin module component
\*--------------------------------------------------------------------------*/
static int SoundInitialized = 0;
static R_RSCFILE_CONTEXT *SoundContext;
static R_RSCFILE_CONTEXT *VoiceContext;
int SYSSOUND_Init(int enabled)
{
int result;
YS_IGNORE_PARAM(enabled);
if (SoundInitialized) {
return R_FAILURE;
}
/* Load sound module resource file contexts
* \*------------------------------------------------------------- */
result = GAME_GetFileContext(&SoundContext, R_GAME_SOUNDFILE, 0);
if (result != R_SUCCESS) {
return R_FAILURE;
}
result = GAME_GetFileContext(&VoiceContext, R_GAME_VOICEFILE, 0);
if (result != R_SUCCESS) {
return R_FAILURE;
}
SoundInitialized = 1;
return R_SUCCESS;
}
int SYSSOUND_Shutdown()
{
if (!SoundInitialized) {
return R_FAILURE;
}
SoundInitialized = 0;
return R_SUCCESS;
}
int SYSSOUND_Play(int sound_rn, int channel)
{
(void)sound_rn;
(void)channel;
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_Pause(int channel)
{
(void)channel;
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_Resume(int channel)
{
(void)channel;
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_Stop(int channel)
{
(void)channel;
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_PlayVoice(R_SOUNDBUFFER * buf)
{
(void)buf;
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_PauseVoice(void)
{
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_ResumeVoice(void)
{
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
int SYSSOUND_StopVoice(void)
{
if (!SoundInitialized) {
return R_FAILURE;
}
return R_SUCCESS;
}
} // End of namespace Saga