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  /external/quake/quake/src/WinQuake/
snd_android.cpp 233 /* Wait until the PCM data is done playing, the buffer queue callback
360 // Index of the currently playing or filling buffer.
  /external/yaffs2/yaffs2/direct/
yaffsfs.c 1208 /* Hey someone isn't playing nice! */
1230 /* Hey someone isn't playing nice! */
  /frameworks/base/core/java/android/view/
VolumePanel.java 66 * The delay before playing a sound. This small period exists so the user
403 * example, vibrating, playing a sound, etc.). Make sure to call through to
  /frameworks/base/media/java/android/media/
RingtoneManager.java 297 * Whether retrieving another {@link Ringtone} will stop playing the
318 * Stops playing the last {@link Ringtone} retrieved from this.
AudioManager.java 257 * Removes any sounds/vibrate that may be in the queue, or are playing (related to
482 * screen is showing. Another example, if music is playing in the background
    [all...]
  /packages/apps/Music/res/values/
strings.xml 102 <string name="nowplaying_title">Now playing</string>
274 <!-- shown when connecting to a music stream, before it starts playing -->
  /packages/apps/SoundRecorder/src/com/android/soundrecorder/
SoundRecorder.java 353 * Make sure we're not recording music playing in the background, ask
827 mWakeLock.acquire(); // we don't want to go to sleep while recording or playing
  /prebuilt/linux-x86/toolchain/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/pulse/
stream.h 153 * wait for it to finish playing.
250 * synchronized streams continue playing and hence deviate you need to
  /system/media/wilhelm/tests/sandbox/
reverb.c 642 // start audio playing
646 // wait for audio to finish playing
  /external/quake/quake/src/WinQuake/data/
MANUAL.TXT 101 while playing Quake.
288 Discards the game you're playing, and starts anew.
322 playing a game with more than 4 players, we suggest using a
749 Quake can be even more fun when you're playing with friends than when
750 you're playing by yourself.
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  /frameworks/base/telephony/java/com/android/internal/telephony/
CallManager.java     [all...]
Phone.java     [all...]
  /hardware/libhardware_legacy/audio/
AudioPolicyManagerBase.cpp 518 // if playing on 2 devices among which one is A2DP, use duplicated output
525 // if playing on 2 devices among which none is A2DP, use hardware output
532 // if playing on A2DP device, use a2dp output
538 // if playing on not A2DP device, use hardware output
    [all...]
  /development/samples/JetBoy/src/com/example/android/jetboy/
JetBoyView.java 59 // which music bed is currently playing?
438 // JET info: load the actual JET content the game will be playing,
759 // If it is a key down on the fire key start playing the sound and
    [all...]
  /frameworks/base/core/java/android/animation/
AnimatorSet.java 81 * Flag indicating whether the nodes should be sorted prior to playing. This
92 * This flag is used to avoid starting other animations when currently-playing
239 * set up playing constraints. This initial <code>play()</code> method
    [all...]
LayoutTransition.java     [all...]
  /packages/apps/Music/src/com/android/music/
MediaPlaybackActivity.java     [all...]
  /external/bluetooth/bluez/audio/
gateway.c 85 return "playing";
gsta2dpsink.c 126 GST_DEBUG_OBJECT(self, "%s failed to go to playing",
source.c 94 return "playing";
  /external/chromium/chrome/browser/extensions/
extension_management_browsertest.cc 130 // want to make sure that we don't crash while playing with extensions when
  /external/qemu/audio/
coreaudio.c 185 "Could not determine whether Device is playing\n");
fmodaudio.c 368 fmod_logerr2 ("DAC", "Failed to start playing sound\n");
  /external/qemu/distrib/sdl-1.2.12/src/audio/
SDL_audio.c 565 /* The audio is now playing */
  /external/qemu/distrib/sdl-1.2.12/src/cdrom/macosx/
CDPlayer.c 391 /* release any currently playing file */

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