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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 */
  /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) */
Ringtone.java 36 * other similar types of sounds.
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...]
  /prebuilt/linux-x86/toolchain/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/
esd.h 58 ESD_PROTO_RESUME, /* reclaim /dev/dsp and play sounds again */
119 /* client side API for playing sounds */
  /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
  /development/pdk/docs/porting/
intro_source_code.jd 84 Fonts, keymaps, sounds, timezone information, etc.
  /external/chromium/net/base/
network_change_notifier_mac.cc 97 0 /* 0 sounds like a fine source order to me! */));
  /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"))
  /external/icu4c/layout/
KhmerReordering.h 42 // Consonant shifter -> Khmer has to series of consonants. The same dependent vowel has different sounds
  /external/quake/quake/src/QW/client/
bspfile.h 196 #define NUM_AMBIENTS 4 // automatic ambient sounds
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
cl_parse.c 269 Con_Printf ("Checking sounds...\n");
290 // done with sounds, request models now
622 // precache sounds
snd_mix.c 20 // snd_mix.c -- portable code to mix sounds for snd_dma.c
  /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
  /external/quake/quake/src/QW/
qw2do.txt 60 x- should water leafs pass sounds (i.e., fully hearable in PHS)
  /external/quake/quake/src/WinQuake/
protocol.h 99 // [string]...[0]sounds cache
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
bspfile.h 209 #define NUM_AMBIENTS 4 // automatic ambient sounds
  /external/webkit/WebKit/mac/Plugins/
WebPlugin.h 50 @discussion The plug-in usually begins drawing, playing sounds and/or
  /frameworks/base/data/sounds/
AudioPackage5.mk 8 LOCAL_PATH:= frameworks/base/data/sounds
  /frameworks/base/media/jni/soundpool/
SoundPool.h 160 // application object for managing a pool of sounds
  /frameworks/base/services/camera/libcameraservice/
CameraService.h 77 // sounds
  /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
  /external/quake/quake/src/QW/server/
server.h 34 // initializing (precache commands, static sounds / objects, etc)

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