/external/qemu/distrib/sdl-1.2.15/src/audio/windib/ |
SDL_dibaudio.h | 35 HWAVEOUT sound; member in struct:SDL_PrivateAudioData 45 #define sound (this->hidden->sound) macro
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SDL_dibaudio.c | 178 waveOutWrite(sound, &wavebuf[next_buffer], sizeof(wavebuf[0])); 222 if ( sound ) { 223 waveOutReset(sound); 229 waveOutUnprepareHeader(sound, &wavebuf[i], 240 if ( sound ) 241 waveOutClose(sound); 251 sound = NULL; 293 result = waveOutOpen(&sound, WAVE_MAPPER, &waveformat, 301 /* Check the sound device we retrieved */ 305 result = waveOutGetDevCaps((UINT)sound, &caps, sizeof(caps)) [all...] |
/external/replicaisland/src/com/replica/replicaisland/ |
PlaySingleSoundComponent.java | 20 private SoundSystem.Sound mSound; 35 public void setSound(SoundSystem.Sound sound) { 36 mSound = sound; 42 SoundSystem sound = sSystemRegistry.soundSystem; local 43 mSoundHandle = sound.play(mSound, false, SoundSystem.PRIORITY_NORMAL);
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ButtonAnimationComponent.java | 19 import com.replica.replicaisland.SoundSystem.Sound; 30 private Sound mDepressSound; 55 SoundSystem sound = sSystemRegistry.soundSystem; local 56 if (sound != null) { 57 sound.play(mDepressSound, false, SoundSystem.PRIORITY_NORMAL); 82 public void setDepressSound(Sound sound) { 83 mDepressSound = sound;
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AnimationComponent.java | 22 import com.replica.replicaisland.SoundSystem.Sound; 63 private Sound mLandThump; 64 private Sound mRocketSound; 65 private Sound mExplosionSound; 71 private Sound mRubySound1; 72 private Sound mRubySound2; 73 private Sound mRubySound3; 140 SoundSystem sound = sSystemRegistry.soundSystem; local 142 // It's usually not necessary to test to see if sound is enabled or not (when it's disabled, 144 // sounds. So it's simpler to just avoid that code if sound is off [all...] |
GhostComponent.java | 19 import com.replica.replicaisland.SoundSystem.Sound; 32 private Sound mAmbientSound; 131 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; local 132 if (sound != null) { 133 mAmbientSoundStream = sound.play(mAmbientSound, true, SoundSystem.PRIORITY_NORMAL); 140 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; local 141 if (sound != null) { 142 sound.stop(mAmbientSoundStream); 191 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; local 192 if (sound != null) [all...] |
DoorAnimationComponent.java | 19 import com.replica.replicaisland.SoundSystem.Sound; 44 private Sound mCloseSound; 45 private Sound mOpenSound; 96 SoundSystem sound = sSystemRegistry.soundSystem; local 97 if (sound != null) { 98 sound.play(mOpenSound, false, SoundSystem.PRIORITY_NORMAL); 126 SoundSystem sound = sSystemRegistry.soundSystem; local 127 if (sound != null) { 128 sound.play(mCloseSound, false, SoundSystem.PRIORITY_NORMAL); 195 public void setSounds(Sound openSound, Sound closeSound) [all...] |
LauncherComponent.java | 20 import com.replica.replicaisland.SoundSystem.Sound; 37 private Sound mLaunchSound; 114 SoundSystem sound = sSystemRegistry.soundSystem; local 115 if (sound != null) { 116 sound.play(mLaunchSound, false, SoundSystem.PRIORITY_NORMAL); 151 public void setLaunchSound(Sound sound) { 152 mLaunchSound = sound;
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HitReactionComponent.java | 54 private SoundSystem.Sound mTakeHitSound; 55 private SoundSystem.Sound mDealHitSound; 120 SoundSystem sound = sSystemRegistry.soundSystem; local 121 if (sound != null) { 122 sound.play(mDealHitSound, false, SoundSystem.PRIORITY_NORMAL); 231 SoundSystem sound = sSystemRegistry.soundSystem; local 232 if (sound != null) { 233 sound.play(mTakeHitSound, false, SoundSystem.PRIORITY_NORMAL); 325 public final void setTakeHitSound(int hitType, SoundSystem.Sound sound) { [all...] |
GameThread.java | 105 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; local 106 if (sound != null) { 107 sound.pauseAll();
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/system/extras/sound/ |
Android.mk | 4 LOCAL_MODULE := sound
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/external/qemu/distrib/sdl-1.2.15/src/audio/windx5/ |
SDL_dx5audio.h | 36 LPDIRECTSOUND sound; member in struct:SDL_PrivateAudioData 46 #define sound (this->hidden->sound) macro
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/prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.6/sysroot/usr/include/sound/ |
opl4.h | 23 #include <sound/opl3.h>
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/prebuilts/gcc/linux-x86/host/x86_64-linux-glibc2.7-4.6/sysroot/usr/include/sound/ |
opl4.h | 23 #include <sound/opl3.h>
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/external/eclipse-basebuilder/basebuilder-3.6.2/org.eclipse.releng.basebuilder/plugins/org.apache.ant_1.7.1.v20090120-1145/lib/ |
ant-jmf.jar | |
/external/chromium/chrome/common/extensions/docs/examples/extensions/fx/ |
bg.js | 92 // the default sound should be played for this event. 105 // Ignore all events until the startup sound has finished. 125 var sound = sounds[id]; 127 if (sound && sound.src) { 128 if (!sound.paused) { 129 if (sound.currentTime < 0.2) { 130 console.log("ignoring fast replay: " + id + "/" + sound.currentTime); 133 sound.pause(); 134 sound.currentTime = 0 [all...] |
/external/qemu/distrib/sdl-1.2.15/test/ |
loopwave.c | 2 /* Program to load a wave file and loop playing it using SDL sound */ 21 Uint8 *sound; /* Pointer to wave data */ member in struct:__anon13540 41 waveptr = wave.sound + wave.soundpos; 49 waveptr = wave.sound; 77 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) { 99 SDL_FreeWAV(wave.sound); 111 SDL_FreeWAV(wave.sound);
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/packages/inputmethods/LatinIME/java/src/com/android/inputmethod/latin/ |
AudioAndHapticFeedbackManager.java | 83 // if mAudioManager is null, we can't play a sound anyway, so return 88 final int sound; local 91 sound = AudioManager.FX_KEYPRESS_DELETE; 94 sound = AudioManager.FX_KEYPRESS_RETURN; 97 sound = AudioManager.FX_KEYPRESS_SPACEBAR; 100 sound = AudioManager.FX_KEYPRESS_STANDARD; 103 mAudioManager.playSoundEffect(sound, mSettingsValues.mKeypressSoundVolume);
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/external/qemu/distrib/sdl-1.2.15/src/audio/mme/ |
SDL_mmeaudio.h | 36 HWAVEOUT sound; member in struct:SharedMem
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SDL_mmeaudio.c | 131 shm->sound = 0; 166 result = waveOutOpen(&(shm->sound), 177 /* Create the sound buffers */ 218 waveOutWrite(shm->sound, &(shm->wHdr[next_buffer]), sizeof(WAVEHDR)); 227 if ( shm->sound ) { 233 result = waveOutReset(shm->sound); 252 if ( shm->sound ) { 253 result = waveOutClose(shm->sound);
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/frameworks/base/core/java/android/app/ |
NotificationManager.java | 38 * <li>Alerting the user by flashing the backlight, playing a sound, 128 if (notification.sound != null) { 129 notification.sound = notification.sound.getCanonicalUri(); 131 notification.sound.checkFileUriExposed("Notification.sound"); 153 if (notification.sound != null) { 154 notification.sound = notification.sound.getCanonicalUri(); 156 notification.sound.checkFileUriExposed("Notification.sound") [all...] |
/packages/inputmethods/PinyinIME/src/com/android/inputmethod/pinyin/ |
SoundManager.java | 23 * Class used to manage related sound resources. 29 // Align sound effect volume on music volume 60 int sound = AudioManager.FX_KEYPRESS_STANDARD; local 61 mAudioManager.playSoundEffect(sound, FX_VOLUME);
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/external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/ |
SoundDeviceJme.java | 38 import de.lessvoid.nifty.sound.SoundSystem; 39 import de.lessvoid.nifty.spi.sound.SoundDevice; 40 import de.lessvoid.nifty.spi.sound.SoundHandle;
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/external/quake/quake/src/WinQuake/ |
wq.bat | 13 echo wq fastvid: maximum video speed, but safer, probably slower sound
14 echo wq fastsnd: maximum sound speed, but safer, probably slower video
16 echo wq verysafe: almost sure to run, but probably slower, and no sound
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/packages/apps/Email/tests/src/com/android/email/ |
NotificationControllerTest.java | 81 assertEquals(expectedRingtone, n.sound); 94 assertEquals(expectedRingtone, n.sound); 110 assertEquals(expectedRingtone, n.sound); 123 assertEquals(expectedRingtone, n.sound); 139 assertEquals(expectedRingtone, n.sound); 152 assertEquals(expectedRingtone, n.sound); 165 assertNull(n.sound);
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