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selove / src / modules / audio / null / Source.cpp

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/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
*    claim that you wrote the original software. If you use this software
*    in a product, an acknowledgment in the product documentation would be
*    appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
*    misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/

#include "Source.h"

namespace love
{
namespace audio
{
namespace null
{

	Source::Source()
		: love::audio::Source(Source::TYPE_STATIC)
	{
	}

	Source::~Source()
	{
	}

	love::audio::Source * Source::copy()
	{
		this->retain();
		return this;
	}

	void Source::play()
	{
	}

	void Source::stop()
	{
	}

	void Source::pause()
	{
	}

	void Source::resume()
	{
	}

	void Source::rewind()
	{
	}

	bool Source::isStopped() const
	{
		return true;
	}

	bool Source::isPaused() const
	{
		return false;
	}

	bool Source::isFinished() const
	{
		return true;
	}

	bool Source::update()
	{
		return false;
	}

	void Source::setPitch(float pitch)
	{
		this->pitch = pitch;
	}

	float Source::getPitch() const
	{
		return pitch;
	}

	void Source::setVolume(float volume)
	{
		this->volume = volume;
	}

	float Source::getVolume() const
	{
		return volume;
	}

	void Source::seek(float, Source::Unit)
	{
	}

	float Source::tell(Source::Unit)
	{
		return 0.0f;
	}

	void Source::setPosition(float *)
	{
	}

	void Source::getPosition(float *) const
	{
	}

	void Source::setVelocity(float *)
	{
	}

	void Source::getVelocity(float *) const
	{
	}

	void Source::setDirection(float *)
	{
	}

	void Source::getDirection(float *) const
	{
	}

	void Source::setLooping(bool looping)
	{
		this->looping = looping;
	}

	bool Source::isLooping() const
	{
		return looping;
	}

	bool Source::isStatic() const
	{
		return (type == TYPE_STATIC);
	}
	
	void Source::setMinVolume(float volume)
	{
		this->minVolume = volume;
	}

	float Source::getMinVolume() const
	{
		return this->minVolume;
	}

	void Source::setMaxVolume(float volume)
	{
		this->maxVolume = volume;
	}

	float Source::getMaxVolume() const
	{
		return this->maxVolume;
	}

	void Source::setReferenceDistance(float distance)
	{
		this->referenceDistance = distance;
	}

	float Source::getReferenceDistance() const
	{
		return this->referenceDistance;
	}

	void Source::setRolloffFactor(float factor)
	{
		this->rolloffFactor = factor;
	}

	float Source::getRolloffFactor() const
	{
		return this->rolloffFactor;
	}

	void Source::setMaxDistance(float distance)
	{
		this->maxDistance = distance;
	}

	float Source::getMaxDistance() const
	{
		return this->maxDistance;
	}

} // null
} // audio
} // love