mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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keeping the alt 87514151c4 (diff-73a8dc1ce58605f6c5ea53548454c3bae516ec5132a29c9d7ff7edf9730c75be)
77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
/**
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* OpenAL cross platform audio library
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* Copyright (C) 2011 by Chris Robinson
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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* Or go to http://www.gnu.org/copyleft/lgpl.html
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*/
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#include "config.h"
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#include "loopback.h"
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#include "core/device.h"
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namespace {
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struct LoopbackBackend final : public BackendBase {
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explicit LoopbackBackend(DeviceBase *device) noexcept : BackendBase{device} { }
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void open(std::string_view name) override;
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bool reset() override;
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void start() override;
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void stop() override;
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};
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void LoopbackBackend::open(std::string_view name)
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{
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mDeviceName = name;
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}
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bool LoopbackBackend::reset()
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{
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setDefaultWFXChannelOrder();
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return true;
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}
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void LoopbackBackend::start()
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{ }
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void LoopbackBackend::stop()
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{ }
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} // namespace
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bool LoopbackBackendFactory::init()
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{ return true; }
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bool LoopbackBackendFactory::querySupport(BackendType)
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{ return true; }
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auto LoopbackBackendFactory::enumerate(BackendType) -> std::vector<std::string>
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{ return {}; }
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BackendPtr LoopbackBackendFactory::createBackend(DeviceBase *device, BackendType)
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{ return BackendPtr{new LoopbackBackend{device}}; }
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BackendFactory &LoopbackBackendFactory::getFactory()
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{
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static LoopbackBackendFactory factory{};
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return factory;
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}
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