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// Stubbed implementation of SoundPool for the NOSOUND mode.
#include "engine/sound_pool.hpp"
namespace devilution {
struct SoundPool::Impl {
};
SoundPool &SoundPool::Get()
{
static SoundPool instance;
return instance;
}
SoundPool::SoundPool()
: impl_(std::make_unique<Impl>())
{
}
SoundPool::~SoundPool() = default;
void SoundPool::Clear()
{
}
bool SoundPool::EnsureLoaded(SoundId id, std::initializer_list<std::string_view> candidatePaths)
{
(void)id;
(void)candidatePaths;
return false;
}
bool SoundPool::IsLoaded(SoundId id) const
{
(void)id;
return false;
}
void SoundPool::UpdateEmitters(std::span<const EmitterRequest> emitters, uint32_t nowMs)
{
(void)emitters;
(void)nowMs;
}
void SoundPool::PlayOneShot(SoundId id, Point position, bool stopEmitters, uint32_t nowMs)
{
(void)id;
(void)position;
(void)stopEmitters;
(void)nowMs;
}
} // namespace devilution