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    Searched defs:SoundPool (Results 1 - 17 of 17) sorted by null

  /frameworks/av/media/libmedia/
SoundPool.cpp 18 #define LOG_TAG "SoundPool"
31 #include <media/SoundPool.h>
42 SoundPool::SoundPool(int maxChannels, audio_stream_type_t streamType, int srcQuality)
44 ALOGV("SoundPool constructor: maxChannels=%d, streamType=%d, srcQuality=%d",
78 SoundPool::~SoundPool()
80 ALOGV("SoundPool destructor");
97 void SoundPool::addToRestartList(SoundChannel* channel)
106 void SoundPool::addToStopList(SoundChannel* channel
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  /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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  /frameworks/av/include/media/
SoundPool.h 33 class SoundPool;
47 typedef void SoundPoolCallback(SoundPoolEvent event, SoundPool* soundPool, void* user);
124 void init(SoundPool* soundPool);
150 SoundPool* mSoundPool;
163 class SoundPool {
167 SoundPool(int maxChannels, audio_stream_type_t streamType, int srcQuality);
168 ~SoundPool();
197 SoundPool() {} // no default constructo
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