axmol/cocos/audio/android/opensl/cddandroidOpenSLEngine.cpp

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#include "cddandroidOpenSLEngine.h"
namespace CocosDenshion {
namespace android {
OpenSLEngine::~OpenSLEngine() {
}
void OpenSLEngine::preloadBackgroundMusic(const char* pszFilePath) { }
void OpenSLEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { }
void OpenSLEngine::stopBackgroundMusic(bool bReleaseData) { }
void OpenSLEngine::pauseBackgroundMusic() { }
void OpenSLEngine::resumeBackgroundMusic() { }
void OpenSLEngine::rewindBackgroundMusic() { }
bool OpenSLEngine::willPlayBackgroundMusic() { }
bool OpenSLEngine::isBackgroundMusicPlaying() { }
float OpenSLEngine::getBackgroundMusicVolume() { }
void OpenSLEngine::setBackgroundMusicVolume(float volume) { }
float OpenSLEngine::getEffectsVolume() { }
void OpenSLEngine::setEffectsVolume(float volume) { }
unsigned int OpenSLEngine::playEffect(const char* pszFilePath,
bool bLoop,
float pitch, float pan,
float gain) {
}
void OpenSLEngine::pauseEffect(unsigned int nSoundId) { }
void OpenSLEngine::pauseAllEffects() { }
void OpenSLEngine::resumeEffect(unsigned int nSoundId) { }
void OpenSLEngine::resumeAllEffects() { }
void OpenSLEngine::stopEffect(unsigned int nSoundId) { }
void OpenSLEngine::stopAllEffects() { }
void OpenSLEngine::preloadEffect(const char* pszFilePath) { }
void OpenSLEngine::unloadEffect(const char* pszFilePath) { }
}
}