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// Stubbed implementations of effects for the NOSOUND mode.
#include "effects.h"
#include "engine/random.hpp"
namespace devilution {
int sfxdelay;
SfxID sfxdnum;
bool effect_is_playing(SfxID nSFX) { return false; }
void stream_stop() { }
void PlaySFX(SfxID psfx)
{
switch (psfx) {
case SfxID::Warrior69:
case SfxID::Sorceror69:
case SfxID::Rogue69:
case SfxID::Monk69:
case SfxID::Swing:
case SfxID::SpellAcid:
case SfxID::OperateShrine:
case SfxID::Warrior14:
case SfxID::Warrior15:
case SfxID::Warrior16:
case SfxID::Warrior2:
case SfxID::Rogue14:
case SfxID::Sorceror14:
case SfxID::Monk14:
AdvanceRndSeed();
break;
default:
break;
}
}
void PlaySfxLoc(SfxID psfx, Point position, bool randomizeByCategory)
{
if (!randomizeByCategory)
return;
PlaySFX(psfx);
}
void sound_stop() { }
void sound_update() { }
void effects_cleanup_sfx() { }
void sound_init() { }
void ui_sound_init() { }
void effects_play_sound(SfxID id) { }
int GetSFXLength(SfxID nSFX) { return 0; }
} // namespace devilution