// Stubbed implementations of effects for the NOSOUND mode. #include "effects.h" #include "engine/random.hpp" namespace devilution { int sfxdelay; _sfx_id sfxdnum; // Disable clang-format here because our config says: // AllowShortFunctionsOnASingleLine: None // clang-format off bool effect_is_playing(int nSFX) { return false; } void stream_stop() { } bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan) { return false; } void PlaySFX(_sfx_id psfx) { switch (psfx) { case PS_WARR69: case PS_MAGE69: case PS_ROGUE69: case PS_MONK69: case PS_SWING: case LS_ACID: case IS_FMAG: case IS_MAGIC: case IS_BHIT: case PS_WARR14: case PS_WARR15: case PS_WARR16: case PS_WARR2: case PS_ROGUE14: case PS_MAGE14: case PS_MONK14: AdvanceRndSeed(); break; default: break; } } void PlaySfxLoc(_sfx_id 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(_sfx_id id) { } int GetSFXLength(int nSFX) { return 0; } // clang-format off } // namespace devilution