mirror of https://github.com/axmolengine/axmol.git
60 lines
2.9 KiB
C++
60 lines
2.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "cddandroidOpenSLEngine.h"
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namespace CocosDenshion {
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namespace android {
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OpenSLEngine::~OpenSLEngine() {
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}
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void OpenSLEngine::preloadBackgroundMusic(const char* pszFilePath) { }
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void OpenSLEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { }
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void OpenSLEngine::stopBackgroundMusic(bool bReleaseData) { }
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void OpenSLEngine::pauseBackgroundMusic() { }
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void OpenSLEngine::resumeBackgroundMusic() { }
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void OpenSLEngine::rewindBackgroundMusic() { }
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bool OpenSLEngine::willPlayBackgroundMusic() { }
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bool OpenSLEngine::isBackgroundMusicPlaying() { }
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float OpenSLEngine::getBackgroundMusicVolume() { }
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void OpenSLEngine::setBackgroundMusicVolume(float volume) { }
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float OpenSLEngine::getEffectsVolume() { }
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void OpenSLEngine::setEffectsVolume(float volume) { }
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unsigned int OpenSLEngine::playEffect(const char* pszFilePath,
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bool bLoop,
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float pitch, float pan,
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float gain) {
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}
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void OpenSLEngine::pauseEffect(unsigned int nSoundId) { }
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void OpenSLEngine::pauseAllEffects() { }
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void OpenSLEngine::resumeEffect(unsigned int nSoundId) { }
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void OpenSLEngine::resumeAllEffects() { }
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void OpenSLEngine::stopEffect(unsigned int nSoundId) { }
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void OpenSLEngine::stopAllEffects() { }
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void OpenSLEngine::preloadEffect(const char* pszFilePath) { }
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void OpenSLEngine::unloadEffect(const char* pszFilePath) { }
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}
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}
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