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Searched
defs:soundPool
(Results
1 - 3
of
3
) sorted by null
/external/jmonkeyengine/engine/src/android/jme3test/android/
TestAmbient.java
35
import android.media.
SoundPool
;
45
SoundPool
soundPool
;
/external/jmonkeyengine/engine/src/android/com/jme3/audio/android/
AndroidAudioRenderer.java
40
import android.media.
SoundPool
;
61
SoundPool
.OnLoadCompleteListener, MediaPlayer.OnCompletionListener {
66
private
SoundPool
soundPool
= null;
86
soundPool
= new
SoundPool
(MAX_NUM_CHANNELS, AudioManager.STREAM_MUSIC,
88
soundPool
.setOnLoadCompleteListener(this);
183
soundPool
.setVolume(src.getChannel(), src.getVolume(),
277
if (
soundPool
!= null) {
278
soundPool
.release();
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all
...]
/frameworks/base/media/java/android/media/
SoundPool.java
34
* The
SoundPool
class manages and plays audio resources for applications.
36
* <p>A
SoundPool
is a collection of samples that can be loaded into memory
38
*
SoundPool
library uses the MediaPlayer service to decode the audio
43
* <p>In addition to low-latency playback,
SoundPool
can also manage the number
44
* of audio streams being rendered at once. When the
SoundPool
object is
46
* that can be played at a time from this single
SoundPool
.
SoundPool
tracks
48
*
SoundPool
will automatically stop a previously playing stream based first
69
* the
SoundPool
was created. In this case, the stream allocator will stop
78
* by that level. In this case, the game logic should create a new
SoundPool
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Completed in 7581 milliseconds