/frameworks/base/data/sounds/ |
AudioPackage4.mk | 6 # This is a larger package of sounds than the 1.0 release for devices 10 LOCAL_PATH:= frameworks/base/data/sounds
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/external/esd/include/ |
esd.h | 58 ESD_PROTO_RESUME, /* reclaim /dev/dsp and play sounds again */ 119 /* client side API for playing sounds */
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/frameworks/base/media/java/android/media/ |
AudioSystem.java | 36 /* The audio stream for system sounds */ 48 /* @hide The audio stream for enforced system sounds in certain countries (e.g camera in Japan) */
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Ringtone.java | 36 * other similar types of sounds.
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AudioManager.java | 145 /** The audio stream for system sounds */ 157 /** @hide The audio stream for enforced system sounds in certain countries (e.g camera in Japan) */ 252 * Removes any sounds/vibrate that may be in the queue, or are playing (related to [all...] |
/system/extras/tests/fstest/ |
perm_checker.conf | 159 /system/sounds/ 755 755 root root root root 160 /system/sounds/... 644 644 root root root root
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/dalvik/libcore-disabled/sound/src/main/java/javax/sound/midi/ |
Track.java | 93 // sounds.01=-1
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/development/pdk/docs/porting/ |
intro_source_code.jd | 84 Fonts, keymaps, sounds, timezone information, etc.
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/external/dropbear/ |
cli-authpubkey.c | 123 TRACE(("That was whacky. We got told that a key was valid, but it didn't match our list. Sounds like dodgy code on Dropbear's part"))
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/external/icu4c/layout/ |
KhmerReordering.h | 42 // Consonant shifter -> Khmer has to series of consonants. The same dependent vowel has different sounds
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/external/quake/quake/src/QW/client/ |
bspfile.h | 196 #define NUM_AMBIENTS 4 // automatic ambient sounds
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snd_dma.c | 202 Con_Printf ("loading all sounds as 8bit\n"); 376 // don't let monster sounds override player sounds 744 // update spatialization for static and dynamic sounds 754 // try to combine static sounds with a previous channel of the same
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cl_parse.c | 269 Con_Printf ("Checking sounds...\n"); 290 // done with sounds, request models now 622 // precache sounds
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snd_mix.c | 20 // snd_mix.c -- portable code to mix sounds for snd_dma.c
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/external/quake/quake/src/QW/progs/ |
player.qc | 260 // water pain sounds
271 // slime pain sounds
298 // don't make multiple pain sounds right after each other
409 // water death sounds
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/external/quake/quake/src/QW/ |
qw2do.txt | 60 x- should water leafs pass sounds (i.e., fully hearable in PHS)
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/external/quake/quake/src/WinQuake/ |
protocol.h | 99 // [string]...[0]sounds cache
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snd_dma.cpp | 199 Con_Printf ("loading all sounds as 8bit\n"); 380 // don't let monster sounds override player sounds 748 // update spatialization for static and dynamic sounds 758 // try to combine static sounds with a previous channel of the same
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bspfile.h | 209 #define NUM_AMBIENTS 4 // automatic ambient sounds
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snd_mix.cpp | 20 // snd_mix.c -- portable code to mix sounds for snd_dma.c
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/external/webkit/WebKit/mac/Plugins/ |
WebPlugin.h | 50 @discussion The plug-in usually begins drawing, playing sounds and/or
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/frameworks/base/media/jni/soundpool/ |
SoundPool.h | 160 // application object for managing a pool of sounds
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/packages/apps/Mms/src/com/android/mms/model/ |
MediaModel.java | 216 * to smaller dimensions or lower resolution. Other media, such as video and sounds, aren't
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/external/quake/quake/src/QW/server/ |
server.h | 34 // initializing (precache commands, static sounds / objects, etc)
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/frameworks/base/docs/html/resources/articles/ |
touch-mode.jd | 20 <p>Sounds easy enough, right? Oddly enough, touch mode is deceivingly simple and
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