/*
===========================================================================
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 "../qcommon/q_shared.h"
#include "../qcommon/qcommon.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)
{
}

#ifdef USE_VOIP
void SNDDMA_StartCapture(void)
{
}

int SNDDMA_AvailableCaptureSamples(void)
{
	return 0;
}

void SNDDMA_Capture(int samples, byte *data)
{
}

void SNDDMA_StopCapture(void)
{
}

void SNDDMA_MasterGain( float val )
{
}
#endif


sfxHandle_t S_RegisterSound( const char *name, qboolean compressed ) 
{
	return 0;
}

void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
}

void S_ClearSoundBuffer( void ) {
}
