warzone2100/lib/netplay/netaudio_stub.c

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/*
* NetAudio.c
*
* Internet audio. Team communication using microphone etc.. Currently
* just an unimplemented skeleton.
*/
#include "lib/framework/frame.h"
#include "netplay.h"
// ////////////////////////////////////////////////////////////////////////
BOOL NETinitAudioCapture(void)
{
debug(LOG_SOUND, "NETinitAudioCapture");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
BOOL NETshutdownAudioCapture(void)
{
debug(LOG_SOUND, "NETshutdownAudioCapture");
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////
BOOL NETstartAudioCapture(void)
{
debug(LOG_SOUND, "NETstartAudioCapture");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
BOOL NETstopAudioCapture(void)
{
debug(LOG_SOUND, "NETstopAudioCapture");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
// update the pointers and process the buffer accordingly.
BOOL NETprocessAudioCapture(void)
{
debug(LOG_SOUND, "NETprocessAudioCapture");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
BOOL NETinitPlaybackBuffer(void *pSoundBuffer)
{
debug(LOG_SOUND, "NETinitPlaybackBuffer");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
// handle the playback buffer.
BOOL NETqueueIncomingAudio( void *pSoundData, SDWORD soundBytes,BOOL bStream)
{
debug(LOG_SOUND, "NETqueueIncomingAudio");
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////
// Handle a incoming message that needs to be played
void NETplayIncomingAudio(NETMSG *pMsg)
{
debug(LOG_SOUND, "NETplayIncomingAudio");
}
// ////////////////////////////////////////////////////////////////////////
// close it all down
BOOL NETshutdownAudioPlayback(void)
{
debug(LOG_SOUND, "NETshutdownAudioPlayback");
return TRUE;
}