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full:playing
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/frameworks/base/docs/html/guide/topics/media/
mediaplayer.jd
52
<p>The Android multimedia framework includes support for
playing
variety of common media types, so
58
<p>This document shows you how to write a media-
playing
application that interacts with the user and
70
<dd>This class is the primary API for
playing
sound and video.</dd>
136
<p>
Playing
from a remote URL via HTTP streaming looks like this:</p>
229
the user (unless you are
playing
media in the background, which is discussed in the next section).
250
<p>You may be wondering what happens if you want to continue
playing
259
is not onscreen—that is, you want it to continue
playing
while the user is
286
in order to be notified when the preparation is complete and you can start
playing
.
353
However, if your service is
playing
or streaming music, you want to prevent
366
playing
, call the {@link android.media.MediaPlayer#setWakeMod
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/external/chromium/third_party/libjingle/source/talk/session/phone/
call.h
133
// keep a deque (doubely ended queue) of them around. While one is
playing
we
135
// bit or start the next tone
playing
.
mediaengine.h
46
// A class for
playing
out soundclips.
56
// must be 16-bit little-endian 16 kHz PCM. If a stream is already
playing
106
// Creates a soundclip object for
playing
sounds on. Returns NULL on failure.
/external/qemu/distrib/sdl-1.2.12/src/cdrom/macos/
SDL_syscdrom_c.h
42
#define kGetTrackList 123 /* Get the track program the audio CD is
playing
*/
43
#define kGetTrackIndex 124 /* Get the track index the audio CD is
playing
*/
/external/sonivox/jet_tools/JetCreator/
JetPreview.py
179
""" Sets the flag to tell us wheter to keep
playing
"""
184
""" Gets the keep
playing
flag """
/external/webkit/Source/WebCore/webaudio/
AudioBufferSourceNode.h
96
// If m_isLooping is false, then this node will be done
playing
and become inactive after it reaches the end of the sample data in the buffer.
104
// m_startTime is the time to start
playing
based on the context's timeline (0.0 or a time less than the context's current time means "now").
AudioBufferSourceNode.cpp
91
// Check if it's time to start
playing
.
168
// If m_isGrain is true, then we will be
playing
a portion of the total buffer.
207
// from the end of the buffer to the start if
playing
back with looping and also the case where we simply reach the
240
// If we're not looping, then stop
playing
when we get to the end.
/packages/apps/Gallery/res/values/
strings.xml
159
<!-- Menu item for
playing
the video. -->
374
<!-- shown in the video player view while the video is being loaded, before it starts
playing
-->
377
<!-- Movie View Resume
Playing
dialog title -->
380
<!-- Movie View Start
Playing
dialog title -->
381
<string name="resume_playing_message">Resume
playing
from <xliff:g id="duration" example="5:30">%s</xliff:g> ?</string>
383
<!-- Movie View Start
Playing
button "Resume from bookmark" -->
384
<string name="resume_playing_resume">Resume
playing
</string>
386
<!-- Movie View Start
Playing
button "Beginning" -->
/packages/apps/Mms/src/com/android/mms/model/
AudioModel.java
138
// if the Music player app is
playing
audio, we should pause that so it won't
139
// interfere with us
playing
audio here.
VideoModel.java
168
// if the Music player app is
playing
audio, we should pause that so it won't
169
// interfere with us
playing
video here.
/system/media/wilhelm/src/itf/
IBufferQueue.c
23
* Note that PLAYSTATE and RECORDSTATE values are equivalent (where
PLAYING
== RECORDING).
71
// set enqueue attribute if state is
PLAYING
and the first buffer is enqueued
IOutputMixExt.c
101
case SL_PLAYSTATE_PLAYING: // continue
playing
current track data
117
// no buffers on queue, so playable but not
playing
208
// track is
playing
278
// a buffer stays on queue while
playing
, so it better still be there
294
// else we would set play state to playable but not
playing
during next mixer
/development/ndk/platforms/android-9/samples/native-audio/jni/
native-audio-jni.c
109
// this callback handler is called every time a buffer finishes
playing
230
// set the player's state to
playing
294
// set the
playing
state for the URI audio player
358
// we recorded at 16 kHz, but are
playing
buffers at 8 Khz, so do a primitive down-sample
455
// set the
playing
state for the asset audio player
/frameworks/base/include/media/
ToneGenerator.h
166
TONE_INIT, // ToneGenerator has been successfully initialized and is not
playing
167
TONE_STARTING, // ToneGenerator is starting
playing
168
TONE_PLAYING, // ToneGenerator is
playing
171
TONE_RESTARTING // A start request was received in active state (
playing
or stopping)
220
// - loopCnt - Number of times to repeat a sequence of seqments after
playing
this
/frameworks/media/libvideoeditor/lvpp/
PreviewPlayer.cpp
278
// If we did this later, audio would continue
playing
while we
381
CHECK(!(mFlags &
PLAYING
));
442
// Posted whenever any stream finishes
playing
.
490
* If the audio source of current
playing
clip and next clip are dummy
495
* But the audio(dummy audio source) is still
playing
(for next clip),
513
if (mFlags &
PLAYING
) {
526
mFlags |=
PLAYING
;
561
mFlags &= ~(
PLAYING
| FIRST_FRAME);
601
mFlags &= ~(
PLAYING
| FIRST_FRAME);
649
// Legacy behaviour, if a stream finishes
playing
and the
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...]
/packages/apps/Gallery2/res/values/
strings.xml
28
<!-- shown in the video player view while the video is being loaded, before it starts
playing
-->
36
<!-- Movie View Resume
Playing
dialog title -->
39
<!-- Movie View Start
Playing
dialog title -->
40
<string name="resume_playing_message">Resume
playing
from %s ?</string>
41
<!-- Movie View Start
Playing
button "Resume from bookmark" -->
42
<string name="resume_playing_resume">Resume
playing
</string>
55
<!-- Movie View Start
Playing
button "Beginning" -->
/external/qemu/distrib/sdl-1.2.12/src/audio/dma/
SDL_dmaaudio.c
217
int
playing
;
local
233
playing
= info.ptr / this->spec.size;
234
filling = (
playing
+ 1)%num_buffers;
/hardware/msm7k/libaudio-qdsp5v2/
AudioPolicyManager.cpp
26
// Max volume for streams when
playing
over bluetooth SCO device while in call: -18dB
238
// force volume on A2DP output to maximum if
playing
through car dock speakers
249
// limit stream volume when in call and
playing
over bluetooth SCO device to
/hardware/msm7k/libaudio-qsd8k/
AudioPolicyManager.cpp
26
// Max volume for streams when
playing
over bluetooth SCO device while in call: -18dB
245
// force volume on A2DP output to maximum if
playing
through car dock speakers
256
// limit stream volume when in call and
playing
over bluetooth SCO device to
/frameworks/base/media/libstagefright/
AwesomePlayer.cpp
472
if (mFlags &
PLAYING
) {
513
// If we did this later, audio would continue
playing
while we
698
if ((mFlags &
PLAYING
) && !eos
757
if ((mFlags &
PLAYING
) && !eos
797
// Posted whenever any stream finishes
playing
.
857
if (mFlags &
PLAYING
) {
869
modifyFlags(
PLAYING
, SET);
908
modifyFlags((
PLAYING
| FIRST_FRAME), CLEAR);
934
// Legacy behaviour, if a stream finishes
playing
and then
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all
...]
/external/bluetooth/bluez/doc/
control-api.txt
50
The status can be "
playing
", "stopped", "paused",
/external/chromium/chrome/browser/
media_uitest.cc
46
const std::wstring kPlaying = L"
PLAYING
";
/external/webkit/LayoutTests/fast/xpath/4XPath/Borrowed/
od_20000608.html
9
I am
playing
and testing 4XPath....
/external/webkit/Source/WebCore/dom/
EventNames.h
138
macro(
playing
) \
/external/webkit/Source/WebCore/platform/graphics/android/
VideoLayerManager.h
80
// used for showing the video when
playing
or the screenshot when paused.
Completed in 1533 milliseconds
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