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  /frameworks/base/media/java/android/media/
JetPlayer.java 243 * Starts playing the JET segment queue.
509 * Callback for when JET's currently playing segment's userID is updated.
512 * @param userId the ID of the currently playing segment
  /frameworks/base/media/java/android/media/audiofx/
Visualizer.java 27 * The Visualizer class enables application to retrieve part of the currently playing audio for
314 * Returns a waveform capture of currently playing audio content. The capture consists in
334 * Returns a frequency capture of currently playing audio content.
  /frameworks/ex/variablespeed/jni/
variablespeed.cc 308 // delete all outstanding playing and free buffers
439 // Get a free playing buffer.
780 // The head playing buffer is done, move it to the free list.
  /packages/apps/Phone/src/com/android/phone/
DTMFTwelveKeyDialer.java 191 // if the character is a valid dtmf code, start playing the tone and send the
238 // if the character is a valid dtmf code, start playing the tone and send the
666 * Processes the specified digit as a DTMF key, by playing the
  /system/media/wilhelm/src/android/
android_AudioSfDecoder.cpp 440 // application set play state to paused which failed, then set play state to playing
458 // don't decode if we're not buffering, prefetching or playing
459 //SL_LOGV("don't decode: not buffering, prefetching or playing");
  /external/sonivox/arm-wt-22k/lib_src/
jet.c 683 /* if no streams are playing, return error */
709 /* pause all playing streams */
816 * is already playing, change mute event to a trigger event. The
818 * to continue playing through the next clip.
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  /external/quake/quake/src/WinQuake/data/
README.TXT 99 If you want to play the audio track from the CD-ROM while playing Quake,
168 If you are going to use a mouse when playing Quake, you will need to load
380 * Fixed "stopdemo" crashing the system when there wasn't a demo playing
TECHINFO.TXT 731 quickly as possible... especially if you are playing deathmatch.
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  /frameworks/media/libvideoeditor/lvpp/
VideoEditorPreviewController.cpp 556 // Start playing with player instance 0
702 // If image file playing, then free the buffer pointer
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  /cts/apps/CtsVerifier/src/com/android/cts/verifier/audioquality/
Utils.java 341 Log.i(TAG, "Playing " + data.length + " bytes of pre-recorded audio");
  /cts/tests/tests/media/src/android/media/cts/
MediaPlayerTest.java 108 * After reseting, the video should continue playing
  /external/chromium/chrome/common/extensions/docs/examples/extensions/fx/
bg.js 139 // Sometimes, when playing multiple times, readyState is HAVE_METADATA.
  /external/chromium/testing/gtest/include/gtest/internal/
gtest-tuple.h.pump 79 // behavior. We can do this as we are playing the role of a standard
  /external/chromium/third_party/libjingle/source/talk/session/phone/
channel.h 272 // receiving early media. When received, a UI should start playing its
  /external/clang/lib/AST/
ASTDiagnostic.cpp 158 // FIXME: Playing with std::string is really slow.
  /external/clang/www/
index.html 106 playing with it</a>. This will show you the sorts of things we can do
  /external/icu4c/data/unidata/
Blocks.txt 224 1F0A0..1F0FF; Playing Cards
  /external/protobuf/gtest/include/gtest/internal/
gtest-tuple.h.pump 78 // behavior. We can do this as we are playing the role of a standard
  /external/qemu/distrib/sdl-1.2.12/src/audio/dc/
aica.c 157 /* Stop the channel (if it's already playing) */
  /external/qemu/distrib/sdl-1.2.12/src/main/macosx/
SDLMain.m 304 /* We're done, thank you for playing */
  /external/quake/quake/src/QW/client/
client.h 185 char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
  /external/quake/quake/src/WinQuake/docs/
readme.glquake 101 set this to 2 or even 3 if you are playing competatively (and don't care if
  /external/quake/quake/src/WinQuake/
glqnotes.txt 87 set this to 2 or even 3 if you are playing competatively (and don't care if
snd_gus.cpp 930 // Starts the CODEC playing
1012 // Starts the GF1 playing
1071 // Figures out what kind of UltraSound we have, if any, and starts it playing
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  /external/quake/quake/src/WinQuake/kit/
README.TXT 87 set this to 2 or even 3 if you are playing competatively (and don't care if

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