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 snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
void S_Init (void)
{
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_initialized);
+ Cvar_RegisterVariable(&snd_mutewhenidle);
}
void S_Terminate (void)
return -1;
}
-void S_StopChannel (unsigned int channel_ind)
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
{
}
return false;
}
+void S_UnloadAllSounds_f (void)
+{
+}
+
sfx_t *S_FindName (const char *name)
{
return NULL;