godot/platform/javascript/audio_driver_javascript.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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2.9 KiB
C++

/*************************************************************************/
/* audio_driver_javascript.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "audio_driver_javascript.h"
#include <string.h>
#define MAX_NUMBER_INTERFACES 3
#define MAX_NUMBER_OUTPUT_DEVICES 6
/* Structure for passing information to callback function */
//AudioDriverJavaScript* AudioDriverJavaScript::s_ad=NULL;
const char* AudioDriverJavaScript::get_name() const {
return "JavaScript";
}
Error AudioDriverJavaScript::init(){
return OK;
}
void AudioDriverJavaScript::start(){
}
int AudioDriverJavaScript::get_mix_rate() const {
return 44100;
}
AudioDriverSW::OutputFormat AudioDriverJavaScript::get_output_format() const{
return OUTPUT_STEREO;
}
void AudioDriverJavaScript::lock(){
//if (active && mutex)
// mutex->lock();
}
void AudioDriverJavaScript::unlock() {
//if (active && mutex)
// mutex->unlock();
}
void AudioDriverJavaScript::finish(){
}
AudioDriverJavaScript::AudioDriverJavaScript()
{
}