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  /packages/apps/Music/src/com/android/music/
MediaAppWidgetProvider.java 31 * Simple widget to show currently playing album art along
73 linkButtons(context, views, false /* not playing */);
152 final boolean playing = service.isPlaying();
153 if (playing) {
160 linkButtons(service, views, playing);
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
AnimChannel.java 113 * @return The name of the currently playing animation, or null if
125 * playing.
138 * playing.
168 * @return The time of the currently playing animation. The time
178 * @param time Set the time of the currently playing animation, the time
186 * @return The length of the currently playing animation, or zero
187 * if no animation is playing.
199 * over <code>blendTime</code> seconds with the currently playing animation.
  /external/webkit/Source/WebCore/platform/graphics/android/layers/
VideoLayerAndroid.h 43 // PLAYING will be the Video (Surface Texture).
47 typedef enum {INITIALIZED, PREPARING, PREPARED, PLAYING, RESETTED, RELEASED} PlayerState;
  /frameworks/base/docs/html/guide/topics/media/
index.jd 3 page.landing.intro=Add video, audio, and photo capabilities to your app with Android's robust APIs for playing and recording media.
50 presses, which request audio focus when playing audio, and which respond appropriately to changes in
jetplayer.jd 11 <li><a href="#jetcontent">Playing JET content</a>
42 <h2 id="jetcontent">Playing JET content</h2>
  /frameworks/base/docs/html/training/managing-audio/
audio-output.jd 52 // If audio plays and noone can hear it, is it still playing?
65 that listens for this intent whenever you?re playing audio. In the case of music players, users
  /external/webkit/Source/WebKit/mac/WebView/
WebVideoFullscreenHUDWindowController.mm 64 - (BOOL)playing;
65 - (void)setPlaying:(BOOL)playing;
268 if (!_mouseIsInHUD && [self playing]) // Don't fade out when paused.
547 [_playButton setIntValue:[self playing]];
552 BOOL playing = [self playing];
555 if (!playing)
566 [self setPlaying:![self playing]];
569 - (BOOL)playing
578 - (void)setPlaying:(BOOL)playing
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  /external/openssl/crypto/des/times/
usparc.cc 11 [ 16-Jan-06 - I've been playing with the
  /external/qemu/distrib/sdl-1.2.15/docs/man3/
SDL_CDPlayTracks.3 13 \fBstart_frame\fR is the frame offset, from the beginning of the \fBstart_track\fR, at which to start\&. \fBnframes\fR is the frame offset, from the beginning of the last track (\fBstart_track\fR+\fBntracks\fR), at which to end playing\&.
SDL_MixAudio.3 11 This function takes two audio buffers of \fBlen\fR bytes each of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping\&. The \fBvolume\fR ranges from 0 to \fBSDL_MIX_MAXVOLUME\fP and should be set to the maximum value for full audio volume\&. Note this does not change hardware volume\&. This is provided for convenience -- you can mix your own audio data\&.
SDL_OpenAudio.3 41 The audio device starts out playing \fBsilence\fR when it\&'s opened, and should be enabled for playing by calling \fI\fBSDL_PauseAudio\fP(\fB0\fR)\fR when you are ready for your audio \fBcallback\fR function to be called\&. Since the audio driver may modify the requested \fBsize\fR of the audio buffer, you should allocate any local mixing buffers after you open the audio device\&.
86 /* Prepare callback for playing */
90 /* Start playing */
  /external/qemu/distrib/sdl-1.2.15/src/audio/dc/
SDL_dcaudio.h 36 int playing; member in struct:SDL_PrivateAudioData
SDL_dcaudio.c 98 if (this->hidden->playing) {
153 if (this->hidden->playing) {
174 if (!this->hidden->playing) {
176 this->hidden->playing = 1;
241 this->hidden->playing = 0;
  /external/qemu/distrib/sdl-1.2.15/src/audio/symbian/
streamplayer.h 47 TBool Playing() const;
  /external/qemu/distrib/sdl-1.2.15/test/
README 6 loopwave Audio test -- loop playing a WAV file
  /external/quake/quake/src/QW/client/
cd_audio.c 207 static qboolean playing = false; variable
517 if (playing)
559 playing = false;
565 playing = true;
587 wasPlaying = playing;
588 playing = false;
616 playing = true;
640 if (playing)
649 if (playing)
705 if (playing)
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  /sdk/layoutlib_api/src/com/android/ide/common/rendering/api/
IAnimationListener.java 39 * Called when the animation is done playing.
  /external/quake/quake/src/WinQuake/
cd_audio.cpp 229 static qboolean playing = false; variable
507 if (playing)
562 playing = false;
566 playing = true;
586 wasPlaying = playing;
587 playing = false;
619 playing = true;
643 if (playing)
652 if (playing)
714 if (playing)
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  /frameworks/wilhelm/tests/automated/
BufferQueue_test.cpp 275 // set play state to playing
278 // state should be playing immediately after enqueue
291 // state should still be playing
403 SL_PLAYSTATE_PLAYING, // paused -> playing
404 SL_PLAYSTATE_PLAYING, // playing -> playing
405 SL_PLAYSTATE_STOPPED, // playing -> stopped
407 SL_PLAYSTATE_PLAYING, // stopped -> playing
408 SL_PLAYSTATE_PAUSED // playing -> paused
  /packages/apps/CellBroadcastReceiver/src/com/android/cellbroadcastreceiver/
CellBroadcastAlertAudio.java 48 /** Action to start playing alert audio/vibration/speech. */
295 * Start playing the alert sound, and send delayed message when it's time to stop.
299 // stop() checks to see if we are already playing.
314 Log.e(TAG, "Error occurred while playing audio.");
331 // start playing alert audio (unless master volume is vibrate only or silent).
376 // Stop audio playing
  /external/chromium/chrome/browser/resources/
playlist.html 28 .playing {
135 rowdiv.className = 'playlistitem playing';
  /external/jmonkeyengine/engine/src/core/com/jme3/cinematic/events/
CinematicEvent.java 88 * playing.
98 * playing.
  /frameworks/wilhelm/src/
handler_bodies.c 129 // ( buffer queue count is non-empty and play state == PLAYING ) became true
140 // (Android buffer queue count is non-empty and play state == PLAYING ) became true
  /hardware/ti/wpan/tools/FM/FmRxApp/res/values/
strings.xml 90 <string name="playing">Playing ....</string>
  /packages/apps/Gallery2/src/com/android/gallery3d/app/
MovieControllerOverlay.java 87 if (mState == State.PLAYING) {
147 if (mState == State.PLAYING || mState == State.PAUSED) {

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