Mercurial > hg > Members > koba > t_dandy
view Ss.c @ 14:c7e7971a76d0
fix.
author | koba <koba@cr.ie.u-ryukyu.ac.jp> |
---|---|
date | Thu, 16 Dec 2010 15:29:43 +0900 |
parents | 435ac1cdb64e |
children |
line wrap: on
line source
/* * Ss is an omission which means Sound Synthesizer. But, this version, for PS2, * isn't implemented the realities. We think that the Sc module can be implemented * with SDLaudio-library-for-PS2. */ //#include "libps.h" #include <SDL.h> int SsUtKeyOn(int vabId, int prog, int tone, int note, int fine, int voll, int vlor) { return 0; } int SsUtKeyOff(int voice, int vabId, int prog, int tone, int note) { return 0; } void SsSetSerialAttr(char s_num, char attr, char mode) { } void SsSetSerialVol(char a, int b, int c) { } int SsUtSetReverbType(int type) { return type; } void SsSetMVol(int voll, int volr) { } void SsUtReverbOn(void) { } #if 0 int VSync(int mode) { return 59; } #endif int SsVabTransfer(unsigned char *vh_addr, unsigned char *vd_addr, int vabid, int i_flag) { return vabid; } int SsSeqOpen(unsigned int *addr, int vad_id) { return 1; } void SsSeqPlay(int seq_access_num, char play_mode, int count) { } void SsSeqStop(int seq_access_num) { } void SsSeqClose(int seq_access_num) { } /* int CdReadFile(char *file, u_int * addr, int nbyte) { return 0; } int CdReadSync(int mode, u_char * result) { return 0; } CdlFILE *CdSearchFile(CdlFILE * fp, char *name) { return 0; } */ void SsSetTempo(int a, int b, int c) { } void GetPadBuf(volatile unsigned char **a, volatile unsigned char **b) { } void SsUtSetReverbDepth(int a, int b) { }