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(Results
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/frameworks/base/docs/html/guide/topics/media/
audio-capture.jd
199
setText("Stop
playing
");
201
setText("Start
playing
");
209
setText("Start
playing
");
/frameworks/base/docs/html/training/managing-audio/
volume-playback.jd
47
<p>Android maintains a separate audio stream for
playing
music, alarms, notifications, the incoming
52
clock, you?ll almost certainly be
playing
your audio using the {@link
59
app isn't currently
playing
anything, hitting the volume keys adjusts the ringer volume.<p>
/frameworks/wilhelm/tests/mimeUri/
slesTest_playStates.cpp
161
fprintf(stdout, "-----
Playing
\n");
173
fprintf(stdout, "-----
Playing
(2s, should have resumed where it paused)\n");
184
fprintf(stdout, "-----
Playing
(2s, should have started from the beginning\n");
/packages/apps/DeskClock/src/com/android/deskclock/
AlarmKlaxon.java
157
// stop() checks to see if we are already
playing
.
182
Log.e("Error occurred while
playing
audio.");
266
// Stop audio
playing
/packages/apps/Phone/src/com/android/phone/
Ringer.java
106
* @return true if we're
playing
a ringtone and/or vibrating
109
* need to know if we're
playing
a ringtone or vibrating, use
122
* @return true if the ringtone is
playing
/prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/X11/
XF86keysym.h
56
#define XF86XK_AudioPlay 0x1008FF14 /* Start
playing
of audio > */
57
#define XF86XK_AudioStop 0x1008FF15 /* Stop
playing
audio */
89
#define XF86XK_AudioPause 0x1008FF31 /* Pause audio
playing
*/
/prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.6/sysroot/usr/include/X11/
XF86keysym.h
56
#define XF86XK_AudioPlay 0x1008FF14 /* Start
playing
of audio > */
57
#define XF86XK_AudioStop 0x1008FF15 /* Stop
playing
audio */
89
#define XF86XK_AudioPause 0x1008FF31 /* Pause audio
playing
*/
/prebuilts/gcc/linux-x86/host/x86_64-linux-glibc2.7-4.6/sysroot/usr/include/X11/
XF86keysym.h
56
#define XF86XK_AudioPlay 0x1008FF14 /* Start
playing
of audio > */
57
#define XF86XK_AudioStop 0x1008FF15 /* Stop
playing
audio */
89
#define XF86XK_AudioPause 0x1008FF31 /* Pause audio
playing
*/
/development/samples/ApiDemos/src/com/example/android/apis/media/
MediaPlayerDemo_Audio.java
84
tx.setText("
Playing
audio...");
/external/chromium/third_party/libjingle/source/talk/session/phone/
soundclip.h
49
// must be 16-bit little-endian 16 kHz PCM. If a stream is already
playing
/external/compiler-rt/lib/ppc/
gcc_qadd.c
39
/* This may be
playing
things a little bit fast and loose, but it will do for a start. */
gcc_qsub.c
39
/* This may be
playing
things a little bit fast and loose, but it will do for a start. */
/external/esd/include/
esd.h
119
/* client side API for
playing
sounds */
143
/* open a socket for
playing
, monitoring, or recording as a stream */
177
/* stop a
playing
sample immed. */
252
/* what to do when a stream disconnects, or sample stops
playing
*/
/external/jmonkeyengine/engine/src/android/com/jme3/audio/android/
AndroidAudioRenderer.java
310
* the SoundPool: After
playing
more instances of the sound you only have
343
//
playing
at least
396
src.setStatus(Status.
Playing
);
407
* Pause the current
playing
sounds. Both from the {@link SoundPool} and the
/external/jmonkeyengine/engine/src/core/com/jme3/animation/
AnimEventListener.java
45
* this event is invoked when the animation is finished
playing
. For
/external/libvorbis/examples/
chaining_example.c
49
printf("Total bitstream
playing
time: %ld seconds\n\n",
/external/llvm/lib/Target/MSP430/
README.txt
28
6. Verify and fix (if needed) how's stuff
playing
with i32 / i64.
/external/qemu/distrib/sdl-1.2.15/docs/html/
sdlopenaudio.html
393
>The audio device starts out
playing
<TT
398
> when it's opened, and should be enabled for
playing
by calling <A
470
/* Prepare callback for
playing
*/
474
/* Start
playing
*/
/external/qemu/distrib/sdl-1.2.15/include/
SDL_audio.h
170
* The audio device starts out
playing
silence when it's opened, and should
171
* be enabled for
playing
by calling SDL_PauseAudio(0) when you are ready
192
* device to start
playing
sound. This is so you can safely initialize
252
* This takes two audio buffers of the
playing
audio format and mixes
/external/qemu/distrib/sdl-1.2.15/test/
loopwave.c
2
/* Program to load a wave file and loop
playing
it using SDL sound */
/external/webkit/Source/WebCore/manual-tests/
media-controls.html
84
'<p>"Play" button should turn into "Pause" when
playing
, with current and remaining time should changing and the thumb ' +
92
'<p>"Play" button should turn into "Pause" when
playing
, with current and remaining time should changing and the thumb ' +
127
description: '<p>When the video is
playing
, the controls should fade out when the mouse is away from the video and fade back in when the mouse is over the video.</p>' +
152
title: 'Toggling video controls while
playing
',
show-hide-object.html
10
1. Verify that there is a Flash animation
playing
below.<br>
/frameworks/av/media/libmediaplayerservice/nuplayer/
NuPlayerDriver.h
93
PLAYING
,
/frameworks/av/media/libstagefright/wifi-display/sink/
WifiDisplaySink.h
52
PLAYING
,
/frameworks/base/core/java/android/speech/tts/
BlockingAudioTrack.java
23
*
playing
.
29
* to finish
playing
.
194
if (DBG) Log.d(TAG, "AudioTrack not
playing
, restarting : " + audioTrack.hashCode());
253
//
playing
and release it after.
Completed in 2308 milliseconds
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