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full:playing
(Results
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485
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/external/qemu/audio/
winaudio.c
103
/* The Win32 callback that is called when a buffer has finished
playing
*/
110
/* Only service "buffer done
playing
" messages */
114
/* Signal that we are done
playing
a buffer */
354
/* The Win32 callback that is called when a buffer has finished
playing
*/
361
/* Only service "buffer done
playing
" messages */
365
/* Signal that we are done
playing
a buffer */
/frameworks/base/docs/html/guide/topics/media/
audio-capture.jd
199
setText("Stop
playing
");
201
setText("Start
playing
");
209
setText("Start
playing
");
/packages/apps/DeskClock/src/com/android/deskclock/
AlarmKlaxon.java
154
// stop() checks to see if we are already
playing
.
178
Log.e("Error occurred while
playing
audio.");
265
// Stop audio
playing
/packages/apps/Phone/src/com/android/phone/
Ringer.java
101
* @return true if we're
playing
a ringtone and/or vibrating
104
* need to know if we're
playing
a ringtone or vibrating, use
117
* @return true if the ringtone is
playing
/prebuilt/linux-x86/toolchain/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/X11/
XF86keysym.h
56
#define XF86XK_AudioPlay 0x1008FF14 /* Start
playing
of audio > */
57
#define XF86XK_AudioStop 0x1008FF15 /* Stop
playing
audio */
89
#define XF86XK_AudioPause 0x1008FF31 /* Pause audio
playing
*/
/system/media/wilhelm/tests/mimeUri/
slesTest_playStates.cpp
161
fprintf(stdout, "-----
Playing
\n");
173
fprintf(stdout, "-----
Playing
(2s, should have resumed where it paused)\n");
184
fprintf(stdout, "-----
Playing
(2s, should have started from the beginning\n");
/development/samples/ApiDemos/src/com/example/android/apis/media/
MediaPlayerDemo_Audio.java
84
tx.setText("
Playing
audio...");
/external/bluetooth/bluez/doc/
hfp-api.txt
56
"
playing
"
/external/chromium/third_party/libjingle/source/talk/session/phone/
soundclip.h
49
// must be 16-bit little-endian 16 kHz PCM. If a stream is already
playing
/external/esd/include/
esd.h
119
/* client side API for
playing
sounds */
143
/* open a socket for
playing
, monitoring, or recording as a stream */
177
/* stop a
playing
sample immed. */
252
/* what to do when a stream disconnects, or sample stops
playing
*/
/external/llvm/lib/Target/MSP430/
README.txt
28
6. Verify and fix (if needed) how's stuff
playing
with i32 / i64.
/external/qemu/distrib/sdl-1.2.12/include/
SDL_audio.h
146
* The audio device starts out
playing
silence when it's opened, and should
147
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
167
* device to start
playing
sound. This is so you can safely initialize
223
* This takes two audio buffers of the
playing
audio format and mixes
/external/webkit/Source/WebCore/manual-tests/
media-controls.html
84
'<p>"Play" button should turn into "Pause" when
playing
, with current and remaining time should changing and the thumb ' +
92
'<p>"Play" button should turn into "Pause" when
playing
, with current and remaining time should changing and the thumb ' +
127
description: '<p>When the video is
playing
, the controls should fade out when the mouse is away from the video and fade back in when the mouse is over the video.</p>' +
152
title: 'Toggling video controls while
playing
',
show-hide-object.html
10
1. Verify that there is a Flash animation
playing
below.<br>
/frameworks/base/media/libmediaplayerservice/nuplayer/
NuPlayerDriver.h
93
PLAYING
,
/frameworks/compile/libbcc/runtime/lib/ppc/
gcc_qadd.c
39
/* This may be
playing
things a little bit fast and loose, but it will do for a start. */
gcc_qsub.c
39
/* This may be
playing
things a little bit fast and loose, but it will do for a start. */
/hardware/libhardware_legacy/include/hardware_legacy/
AudioHardwareBase.h
40
* standard audio playback, RINGTONE when a ringtone is
playing
, IN_CALL
/packages/apps/Camera/src/com/android/camera/
SoundPlayer.java
68
Log.e(TAG, "Error
playing
sound", e);
/prebuilt/darwin-x86/sdl/include/SDL/
SDL_audio.h
146
* The audio device starts out
playing
silence when it's opened, and should
147
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
167
* device to start
playing
sound. This is so you can safely initialize
223
* This takes two audio buffers of the
playing
audio format and mixes
/prebuilt/linux-x86/sdl/include/SDL/
SDL_audio.h
146
* The audio device starts out
playing
silence when it's opened, and should
147
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
167
* device to start
playing
sound. This is so you can safely initialize
223
* This takes two audio buffers of the
playing
audio format and mixes
/prebuilt/linux-x86/toolchain/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/
esd.h
119
/* client side API for
playing
sounds */
143
/* open a socket for
playing
, monitoring, or recording as a stream */
177
/* stop a
playing
sample immed. */
252
/* what to do when a stream disconnects, or sample stops
playing
*/
/prebuilt/windows/sdl/host/include/SDL/
SDL_audio.h
152
* The audio device starts out
playing
silence when it's opened, and should
153
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
173
* device to start
playing
sound. This is so you can safely initialize
229
* This takes two audio buffers of the
playing
audio format and mixes
/prebuilt/windows/sdl/include/SDL/
SDL_audio.h
146
* The audio device starts out
playing
silence when it's opened, and should
147
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
167
* device to start
playing
sound. This is so you can safely initialize
223
* This takes two audio buffers of the
playing
audio format and mixes
/frameworks/base/core/java/android/animation/
ValueAnimator.java
64
static final int STOPPED = 0; // Not yet
playing
65
static final int RUNNING = 1; //
Playing
normally
151
* Used to indicate whether the animation is currently
playing
in reverse. This causes the
157
* This variable tracks the current iteration that is
playing
. When mCurrentIteration exceeds the
168
* Tracks whether a startDelay'd animation has begun
playing
through the startDelay.
173
* Tracks the time at which the animation began
playing
through its startDelay. This is
189
* Additional
playing
state to indicate whether an animator has been start()'d. There is
199
* Additional
playing
state to indicate whether an animator has been start()'d, whether or
532
* will set the current
playing
time to this value and continue
playing
from that point
[
all
...]
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