view Ss.c @ 0:01387a2e419e

initial version
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Tue, 07 Dec 2010 15:39:45 +0900
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/*
 *    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)
{
}