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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.

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