#include "quakedef.h"
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
#include "quakedef.h"
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_initialized);
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_initialized);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
}
void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
}
-void S_StopChannel (unsigned int channel_ind)
+int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
+{
+ return -1;
+}
+
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
+
+int S_GetSoundChannels(void)
+{
+ return 0;
+}
+
+float S_GetChannelPosition (unsigned int ch_ind)
+{
+ return -1;
+}
+
+float S_GetEntChannelPosition(int entnum, int entchannel)
+{
+ return -1;
+}
+
+void SndSys_SendKeyEvents(void)
+{
+}