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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
36 lines
735 B
C++
36 lines
735 B
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#ifndef _NULLSOUNDSTREAM_H_
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#define _NULLSOUNDSTREAM_H_
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#include <stdlib.h>
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#include "SoundStream.h"
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#define BUF_SIZE (48000 * 4 / 32)
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class NullSound : public SoundStream
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{
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// playback position
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short realtimeBuffer[BUF_SIZE / sizeof(short)];
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public:
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NullSound(CMixer *mixer)
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: SoundStream(mixer)
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{}
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virtual ~NullSound() {}
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virtual bool Start();
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virtual void SoundLoop();
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virtual void SetVolume(int volume);
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virtual void Stop();
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virtual void Clear(bool mute);
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static bool isValid() { return true; }
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virtual bool usesMixer() const { return true; }
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virtual void Update();
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};
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#endif //_NULLSOUNDSTREAM_H_
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