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  /external/quake/quake/src/WinQuake/
snd_null.cpp 53 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
57 void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
sound.h 84 vec_t dist_mult; // distance multiplier (attenuation/clipK)
101 void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
102 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
sv_main.cpp 113 An attenuation of 0 will play full volume everywhere in the level.
114 Larger attenuations will drop off. (max 4 attenuation)
119 float attenuation)
129 if (attenuation < 0 || attenuation > 4)
130 Sys_Error ("SV_StartSound: attenuation = %f", attenuation);
157 if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION)
166 MSG_WriteByte (&sv.datagram, (int) (attenuation*64));
pr_cmds.cpp 511 float vol, attenuation; local
517 attenuation = G_FLOAT(OFS_PARM3);
539 MSG_WriteByte (&sv.signon, (int) (attenuation*64));
553 An attenuation of 0 will play full volume everywhere in the level.
564 float attenuation; local
570 attenuation = G_FLOAT(OFS_PARM4);
575 if (attenuation < 0 || attenuation > 4)
576 Sys_Error ("SV_StartSound: attenuation = %f", attenuation);
    [all...]
cl_parse.cpp 108 float attenuation; local
119 attenuation = MSG_ReadByte () / 64.0;
121 attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
135 S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
snd_dma.cpp 421 // calculate stereo seperation and distance attenuation
458 void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
485 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
627 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
657 ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
server.h 222 float attenuation);
  /system/media/opensles/libopensles/
android_Effect.h 101 * sendLevel is the total energy going to the send bus. This implies that the volume attenuation
108 * sendLevel is the total energy going to the send bus. This implies that the volume attenuation
115 * sendLevel is the total energy going to the send bus. This implies that the volume attenuation
  /external/speex/include/speex/
speex_preprocess.h 143 /** Set maximum attenuation of the noise in dB (negative number) */
145 /** Get maximum attenuation of the noise in dB (negative number) */
148 /** Set maximum attenuation of the residual echo in dB (negative number) */
150 /** Get maximum attenuation of the residual echo in dB (negative number) */
153 /** Set maximum attenuation of the residual echo in dB when near end is active (negative number) */
155 /** Get maximum attenuation of the residual echo in dB when near end is active (negative number) */
  /frameworks/base/media/libeffects/lvm/lib/Common/lib/
CompLim.h 51 LVM_INT16 Comp_Atten; /* Attenuation applied before soft knee compressor */
  /external/quake/quake/src/QW/client/
sound.h 75 vec_t dist_mult; // distance multiplier (attenuation/clipK)
92 void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
93 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
snd_dma.c 417 // calculate stereo seperation and distance attenuation
454 void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
481 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
623 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
653 ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
cl_parse.c 794 float attenuation; local
805 attenuation = MSG_ReadByte () / 64.0;
807 attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
820 S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
  /frameworks/base/opengl/libagl/
light.cpp 72 c->lighting.lights[i].attenuation[0] = 0x10000;
262 l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0;
264 l.rConstAttenuation = gglRecipFast(l.attenuation[0]);
420 // attenuation
425 s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]);
426 if (l.attenuation[1])
427 s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s);
486 light.attenuation[0] = param
    [all...]
  /external/qemu/distrib/sdl-1.2.12/src/audio/mint/
SDL_mintaudio_gsxb.h 50 #define LTATTEN_MASTER 12 /* Attenuation */
  /external/quake/quake/src/QW/server/
sv_send.c 344 An attenuation of 0 will play full volume everywhere in the level.
345 Larger attenuations will drop off. (max 4 attenuation)
350 float attenuation)
363 if (attenuation < 0 || attenuation > 4)
364 SV_Error ("SV_StartSound: attenuation = %f", attenuation);
401 if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION)
420 MSG_WriteByte (&sv.multicast, attenuation*64);
pr_cmds.c 428 float vol, attenuation; local
434 attenuation = G_FLOAT(OFS_PARM3);
456 MSG_WriteByte (&sv.signon, attenuation*64);
470 An attenuation of 0 will play full volume everywhere in the level.
481 float attenuation; local
487 attenuation = G_FLOAT(OFS_PARM4);
489 SV_StartSound (entity, channel, sample, volume, attenuation);
  /frameworks/base/media/libeffects/lvm/lib/Reverb/src/
LVREV_Tables.c 53 output gain/attenuation is applied. This gain depends on T60 and Rooms
  /device/samsung/crespo/alsa-lib/src/pcm/
pcm_route.c 840 * \param ttable Attenuation table
841 * \param tt_ssize Attenuation table - slave size
842 * \param tt_cused Attenuation table - client used count
843 * \param tt_sused Attenuation table - slave used count
    [all...]
  /external/sonivox/arm-wt-22k/lib_src/
dls.h 249 LONG lAttenuation; /* Overall Attenuation to be applied to data */
dls2.h 45 #define CONN_DST_GAIN 0x0001 /* Same as CONN_DST_ ATTENUATION, but more appropriate terminology. */
  /packages/wallpapers/Basic/res/raw/
galaxy.rs 160 // quadratic attenuation
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3dtypes.h 484 D3DVALUE dvAttenuation0; /* Constant attenuation */
485 D3DVALUE dvAttenuation1; /* Linear attenuation */
486 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DTYPES.H 484 D3DVALUE dvAttenuation0; /* Constant attenuation */
485 D3DVALUE dvAttenuation1; /* Linear attenuation */
486 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
  /system/wlan/ti/sta_dk_4_0_4_32/common/src/hal/Export_Inc/
whalCtrl_api.h 495 int8 powerConstraintOnBss; /* The attenuation from the regulatory */
504 uint8 attenuation; /* Attenuation from the maximum radio transmit */ member in struct:__anon16684

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