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authorCampbell Barton <ideasman42@gmail.com>2011-09-01 13:46:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-01 13:46:07 +0400
commit473292dcd7f0f51b91316fc59cdf7d97d11435a5 (patch)
treedcf13b6deae26524798120712d6eb06e7b31bfd1 /source/blender/blenkernel/intern/sound.c
parent255a81c3bf845add7acec8b87df7ea221edce283 (diff)
fix for building without audaspace, since pepper merge
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r--source/blender/blenkernel/intern/sound.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index cdb509ab8e1..50a7b4a7a73 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -760,5 +760,17 @@ void sound_seek_scene(struct bContext *UNUSED(C)) {}
float sound_sync_scene(struct Scene *UNUSED(scene)) { return 0.0f; }
int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; }
+void sound_read_waveform(struct bSound* sound) { (void)sound; }
+void sound_init_main(struct Main *bmain) { (void)bmain; }
+void sound_set_cfra(int cfra) { (void)cfra; }
+void sound_update_sequencer(struct Main* main, struct bSound* sound) { (void)main; (void)sound; }
+void sound_update_scene(struct Scene* scene) { (void)scene; }
+void sound_update_scene_sound(void* handle, struct bSound* sound) { (void)handle; (void)sound; }
+void sound_update_scene_listener(struct Scene *scene) { (void)scene; }
+void sound_update_fps(struct Scene *scene) { (void)scene; }
+void sound_set_scene_sound_volume(void* handle, float volume, char animated) { (void)handle; (void)volume; (void)animated; }
+void sound_set_scene_sound_pan(void* handle, float pan, char animated) { (void)handle; (void)pan; (void)animated; }
+void sound_set_scene_volume(struct Scene *scene, float volume) { (void)scene; (void)volume; }
+void sound_set_scene_sound_pitch(void* handle, float pitch, char animated) { (void)handle; (void)pitch; (void)animated; }
#endif // WITH_AUDASPACE