/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.
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/external/yaffs2/yaffs2/direct/ |
yaffsfs.c | 1208 /* Hey someone isn't playing nice! */ 1230 /* Hey someone isn't playing nice! */
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/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
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/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.
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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 -->
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/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
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/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
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/system/media/wilhelm/tests/sandbox/ |
reverb.c | 642 // start audio playing 646 // wait for audio to finish playing
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/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. [all...] |
/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";
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gsta2dpsink.c | 126 GST_DEBUG_OBJECT(self, "%s failed to go to playing",
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source.c | 94 return "playing";
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/external/chromium/chrome/browser/extensions/ |
extension_management_browsertest.cc | 130 // want to make sure that we don't crash while playing with extensions when
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/external/qemu/audio/ |
coreaudio.c | 185 "Could not determine whether Device is playing\n");
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fmodaudio.c | 368 fmod_logerr2 ("DAC", "Failed to start playing sound\n");
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/external/qemu/distrib/sdl-1.2.12/src/audio/ |
SDL_audio.c | 565 /* The audio is now playing */
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/external/qemu/distrib/sdl-1.2.12/src/cdrom/macosx/ |
CDPlayer.c | 391 /* release any currently playing file */
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