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    Searched refs:Playing (Results 1 - 14 of 14) sorted by null

  /external/jmonkeyengine/engine/src/core/com/jme3/cinematic/
PlayState.java 42 Playing,
Cinematic.java 124 if (ce.getPlayState() == PlayState.Playing) {
182 return playState == PlayState.Playing;
234 if (playState != PlayState.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");
TestMusicPlayer.java 228 if (musicSource.getStatus() == Status.Playing){
254 if (musicSource.getStatus() == Status.Playing){
266 // if (musicSource.getStatus() == Status.Playing){
  /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...]
  /external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/
SoundHandleJme.java 106 return node != null && node.getStatus() == Status.Playing;
  /external/qemu/distrib/sdl-1.2.15/src/audio/symbian/
streamplayer.h 47 TBool Playing() const;
streamplayer.cpp 256 TBool CStreamPlayer::Playing() const
  /external/jmonkeyengine/engine/src/core/com/jme3/cinematic/events/
AbstractCinematicEvent.java 104 playState = PlayState.Playing;
123 if (playState == PlayState.Playing) {
136 * Place here the code you want to execute on update (only called when the event is playing)
MotionTrack.java 167 if (playState == PlayState.Playing) {
  /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
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  /external/jmonkeyengine/engine/src/test/jme3test/animation/
TestCinematic.java 256 if (cinematic.getPlayState() == PlayState.Playing) {
264 if (cinematic.getPlayState() != PlayState.Playing) {
  /external/jmonkeyengine/engine/src/lwjgl/com/jme3/audio/lwjgl/
LwjglAudioRenderer.java 229 // stop any playing channels
309 // updateSourceParam() (because the audio stopped playing
748 boolean wantPlaying = src.getStatus() == Status.Playing;
870 if (src.getStatus() == Status.Playing){
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  /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

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