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  /external/quake/quake/src/QW/client/
cd_linux.c 39 static qboolean playing = false; variable
133 if (playing)
156 playing = true;
168 if (!playing)
175 playing = false;
183 if (!playing)
189 wasPlaying = playing;
190 playing = false;
207 playing = true;
229 if (playing)
    [all...]
cd_win.c 30 static qboolean playing = false; variable
152 if (playing)
171 playing = true;
185 if (!playing)
192 playing = false;
204 if (!playing)
211 wasPlaying = playing;
212 playing = false;
239 playing = true;
263 if (playing)
    [all...]
  /external/quake/quake/src/WinQuake/
cd_linux.cpp 39 static qboolean playing = false; variable
133 if (playing)
156 playing = true;
168 if (!playing)
175 playing = false;
183 if (!playing)
189 wasPlaying = playing;
190 playing = false;
207 playing = true;
229 if (playing)
    [all...]
cd_win.cpp 30 static qboolean playing = false; variable
152 if (playing)
171 playing = true;
185 if (!playing)
192 playing = false;
204 if (!playing)
211 wasPlaying = playing;
212 playing = false;
239 playing = true;
263 if (playing)
    [all...]
  /external/qemu/distrib/sdl-1.2.15/docs/man3/
SDL_CDStatus.3 40 int playing = 0;
49 playing = 1;
52 return playing;
SDL_PauseAudio.3 11 This function pauses and unpauses the audio callback processing\&. It should be called with \fBpause_on\fR=0 after opening the audio device to start playing sound\&. This is so you can safely initialize data for your callback function after opening the audio device\&. Silence will be written to the audio device during the pause\&.
  /external/chromium/base/
event_recorder.h 23 // A class for recording and playing back keyboard and mouse input events.
27 // recording and playing, you should move the relevant windows
32 // be playing back events while already recording events.
34 // You might be recording globally, while recording or playing back
64 // Is the EventRecorder currently playing.
  /external/webkit/Source/WebCore/manual-tests/
media-default-playback-rate.html 29 function playing()
31 consoleWrite("<br>'playing' event");
47 video.addEventListener('playing', playing);
audio-volume.html 22 <p>TEST: Audio volume should be 0.05 when the movie begins playing.</p>
  /external/webkit/Source/WebCore/manual-tests/media-elements/
video-replaces-poster.html 8 start playing.</p>
  /frameworks/base/docs/html/training/managing-audio/
index.jd 31 to ensure multiple apps aren?t playing audio at the same time.</p>
34 which request audio focus when playing audio, and which respond appropriately to changes in audio
54 <dd>With multiple apps potentially playing audio it's important to think about how they should
55 interact. To avoid every music app playing at the same time, Android uses audio focus to moderate
audio-focus.jd 34 <p>With multiple apps potentially playing audio it's important to think about how they should
35 interact. To avoid every music app playing at the same time, Android uses audio focus to moderate
38 <p>Before your app starts playing audio it should request&mdash;and receive&mdash;the audio focus.
45 <p>Before your app starts playing any audio, it should hold the audio focus for the stream
52 (for example when playing navigation instructions). Request permanent audio focus when you
53 plan to play audio for the foreseeable future (for example, when playing music).</p>
90 audio apps that it?s acceptable for them to keep playing, provided they lower their volume until the
135 (pressing play in your app) to be required before you resume playing audio.</p>
  /development/samples/RandomMusicPlayer/src/com/example/android/musicplayer/
MusicService.java 88 Playing, // playback active (media player ready!). (but the media player may actually be
96 // if in Retrieving mode, this flag indicates whether we should start playing immediately
101 // start playing when we are ready. If null, we should play a random song from the device
120 // title of the song we are currently playing
123 // whether the song we are playing is streaming from the network
163 // Make sure the media player will acquire a wake-lock while playing. If we don't do
164 // that, the CPU might go to sleep while the song is playing, causing playback to stop.
171 // playing:
236 // If we are still retrieving media, just set the flag to start playing when we're
248 // If we're stopped, just go ahead to the next song and start playing
    [all...]
  /packages/wallpapers/MusicVisualization/res/values/
strings.xml 27 <string name="vis2_desc">Draws the sound wave of any currently playing music track.</string>
28 <string name="vis3_desc">Shows the frequency spectrum of any currently playing music track.</string>
  /packages/wallpapers/MusicVisualization/res/values-en-rGB/
strings.xml 24 <string name="vis2_desc" msgid="192540837551311681">"Draws the soundwave of any music track currently playing."</string>
25 <string name="vis3_desc" msgid="3878566533630652215">"Shows the frequency spectrum of any music track currently playing."</string>
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
FadeFilter.java 55 private boolean playing = false; field in class:FadeFilter
88 if (playing) {
93 playing = false;
98 playing = false;
126 playing = true;
135 playing = true;
140 playing = false;
  /frameworks/av/media/libstagefright/timedtext/
TimedTextDriver.cpp 79 case PLAYING:
83 mState = PLAYING;
87 mState = PLAYING;
101 case PLAYING:
125 case PLAYING:
149 case PLAYING:
178 case PLAYING:
  /frameworks/wilhelm/src/android/
android_defs.h 24 // audio player, playing from a URI or FD data source
26 // audio player, playing PCM buffers in a buffer queue data source
28 // audio player, playing transport stream packets in an Android buffer queue data source
32 // audio video player, playing transport stream packets in an Android buffer queue data source
34 // audio video player, playing from a URI or FD data source
51 ANDROID_UNINITIALIZED = -1, // never called SetPlayState(PAUSED or PLAYING)
52 ANDROID_PREPARING, // currently preparing due to first SetPlayState(PAUSED or PLAYING)
  /external/jmonkeyengine/engine/src/test/jme3test/audio/
TestOgg.java 50 System.out.println("Playing without filter");
57 if (audioSource.getStatus() != AudioNode.Status.Playing){
60 System.out.println("Playing with low pass filter");
  /external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloAudio.java 13 /** Sample 11 - playing 3D audio. */
51 /* nature sound - keeps playing in a loop. */
53 audio_nature.setLooping(true); // activate continuous playing
  /packages/apps/Gallery2/src/com/android/gallery3d/app/
TrimControllerOverlay.java 41 if (mState == State.PLAYING) {
51 // Add animation to hide the play button while playing.
91 if (mState == State.PLAYING || mState == State.PAUSED) {
  /external/jmonkeyengine/engine/src/core/com/jme3/audio/
AudioNode.java 49 * An <code>AudioNode</code> is used in jME3 for playing audio files.
53 * scene, its location will influence the position it is playing from relative
91 * The audio node is currently playing. This will be set if
94 Playing,
118 * @param audioRenderer The audio renderer to use for playing. Cannot be null.
128 * @param audioRenderer The audio renderer to use for playing. Cannot be null.
151 * @param audioRenderer The audio renderer to use for playing. Cannot be null.
188 * @param audioRenderer The audio renderer to use for playing. Cannot be null.
215 * @param audioRenderer The audio renderer to use for playing. Cannot be null.
243 * Start playing the audio
    [all...]
  /frameworks/wilhelm/src/
attr.h 30 #define ATTR_INDEX_BQ_ENQUEUE 3 // (buffer queue non-empty and in playing state) became true
31 #define ATTR_INDEX_ABQ_ENQUEUE 4 // Android buffer queue became non-empty and in playing state
  /frameworks/av/media/libmediaplayerservice/nuplayer/
NuPlayerDriver.cpp 139 case PLAYING:
150 mState = PLAYING;
165 case PLAYING:
181 return mState == PLAYING && !mAtEOS;
195 case PLAYING:
  /frameworks/base/media/java/android/media/
Ringtone.java 33 * Ringtone provides a quick method for playing a ringtone, notification, or
232 Log.w(TAG, "Problem playing ringtone: " + e);
240 * Stops a playing ringtone.
263 * Whether this ringtone is currently playing.
265 * @return True if playing, false otherwise.

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