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  /frameworks/base/tools/localize/testdata/
config.xml 12 QA says this sounds <b>rude</b>.
  /external/quake/quake/src/QW/progs/
buttons.qc 80 "sounds"
90 if (self.sounds == 0)
95 if (self.sounds == 1)
100 if (self.sounds == 2)
105 if (self.sounds == 3)
world.qc 99 // sounds loaded by C code
164 Set sounds to the cd track to play.
185 // the area based ambient sounds MUST be the first precache_sounds
190 // sounds used from C physics code
207 precache_sound ("misc/r_tele1.wav"); // teleport sounds
221 // player gib sounds
226 // player pain sounds
235 // player death sounds
244 // ax sounds
261 // Invulnerability sounds
    [all...]
plats.qc 142 Set "sounds" to one of the following:
158 if (self.sounds == 0)
159 self.sounds = 2;
162 if (self.sounds == 1)
170 if (self.sounds == 2)
289 sounds
302 if (self.sounds == 0)
310 if (self.sounds == 1)
progdefs.h 133 float sounds; member in struct:__anon6724
doors.qc 415 "sounds"
452 if (self.sounds == 0)
459 if (self.sounds == 1)
466 if (self.sounds == 2)
473 if (self.sounds == 3)
480 if (self.sounds == 4)
722 "sounds"
730 if (self.sounds == 0)
731 self.sounds = 3;
732 if (self.sounds == 1)
    [all...]
triggers.qc 104 sounds
113 if (self.sounds == 1)
118 else if (self.sounds == 2)
123 else if (self.sounds == 3)
161 sounds
189 sounds
202 if (!self.sounds)
203 self.sounds = 1;
205 if (self.sounds == 1)
210 else if (self.sounds == 2)
    [all...]
  /build/target/product/
full.mk 42 # Pick up some sounds - stick with the short list to save space
44 $(call inherit-product, frameworks/base/data/sounds/OriginalAudio.mk)
sdk.mk 108 frameworks/base/data/sounds/effects/camera_click.ogg:system/media/audio/ui/camera_click.ogg \
109 frameworks/base/data/sounds/effects/VideoRecord.ogg:system/media/audio/ui/VideoRecord.ogg \
  /external/webkit/WebKitTools/Scripts/
clean-header-guards 27 /config.h/ # changing this one sounds scary
  /cts/tests/tests/media/src/android/media/cts/
SoundPoolTest.java 52 private static final int[] SOUNDS = { SOUND_A, SOUND_CS, SOUND_E, SOUND_B, SOUND_GS };
284 // play sounds one at a time
320 int[] soundIds = new int[SOUNDS.length];
321 int[] streamIds = new int[SOUNDS.length];
322 for (int i = 0; i < SOUNDS.length; i++) {
323 soundIds[i] = loadSampleSync(SOUNDS[i], PRIORITY);
  /external/quake/quake/src/WinQuake/
progdefs.q1 136 float sounds;
progdefs.q2 145 float sounds;
sound.h 141 // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
143 // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
  /frameworks/base/media/java/android/media/
SoundPool.java 53 * <p>Sounds can be looped by setting a non-zero loop value. A value of -1
77 * play. For each level, there is a set of unique sounds that are used only
80 * the list of sounds to be used by this level. The loading logic iterates
81 * through the list of sounds calling the appropriate SoundPool.load()
86 * <p>Once the sounds are loaded and play has started, the application can
87 * trigger sounds by calling SoundPool.play(). Playing streams can be
102 * another level, a new SoundPool is created, sounds are loaded, and play
240 * This version is useful if you store multiple sounds in a single
374 * order in which streams are re-used to play new sounds. If the
410 * sounds are loaded
    [all...]
RingtoneManager.java 41 * of sounds. It manages querying the different media providers and combines the
43 * ringtone. We generically call these sounds ringtones, however the
44 * {@link #TYPE_RINGTONE} refers to the type of sounds that are suitable for the
60 * Type that refers to sounds that are used for the phone ringer.
65 * Type that refers to sounds that are used for notifications.
70 * Type that refers to sounds that are used for the alarm.
75 * All types of sounds.
533 * (true). This is used to find all matching sounds for the given sound
  /external/quake/quake/src/QW/server/
progdefs.h 152 float sounds; member in struct:__anon6772
  /frameworks/base/media/tests/SoundPoolTest/src/com/android/
SoundPoolTest.java 120 // load sounds
132 if (DEBUG) Log.d(LOG_TAG, "Begin sounds test");
169 if (DEBUG) Log.d(LOG_TAG, "End sounds test");
266 // play 5 sounds, forces one to be stolen
  /system/core/toolbox/
sendevent.c 31 #define EVIOCGSND(len) _IOC(_IOC_READ, 'E', 0x1a, len) /* get all sounds status */
  /external/quake/quake/src/QW/client/
sound.h 132 // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
134 // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
  /frameworks/base/data/sounds/
OriginalAudio.mk 4 # This file is included from core.mk so that all devices will have these sounds
9 LOCAL_PATH:= frameworks/base/data/sounds
AudioPackage2.mk 6 # This is a larger package of sounds than the 1.0 release for devices
10 LOCAL_PATH:= frameworks/base/data/sounds
AudioPackage3.mk 6 # This is a larger package of sounds than the 1.0 release for devices
10 LOCAL_PATH:= 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
  /external/webkit/WebCore/accessibility/
AccessibilityList.cpp 91 // ARIA says a directory is like a static table of contents, which sounds like an ordered list.

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