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  /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
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);
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;
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;
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();
  /system/extras/sound/
Android.mk 4 LOCAL_MODULE := sound
  /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
  /prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.6/sysroot/usr/include/sound/
opl4.h 23 #include <sound/opl3.h>
  /prebuilts/gcc/linux-x86/host/x86_64-linux-glibc2.7-4.6/sysroot/usr/include/sound/
opl4.h 23 #include <sound/opl3.h>
  /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:__anon26972
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);
  /packages/inputmethods/LatinIME/java/src/com/android/inputmethod/latin/
AudioAndHapticFeedbackManager.java 85 // if mAudioManager is null, we can't play a sound anyway, so return
90 final int sound; local
93 sound = AudioManager.FX_KEYPRESS_DELETE;
96 sound = AudioManager.FX_KEYPRESS_RETURN;
99 sound = AudioManager.FX_KEYPRESS_SPACEBAR;
102 sound = AudioManager.FX_KEYPRESS_STANDARD;
105 mAudioManager.playSoundEffect(sound, mSettingsValues.mKeypressSoundVolume);
  /external/qemu/distrib/sdl-1.2.15/src/audio/mme/
SDL_mmeaudio.h 36 HWAVEOUT sound; member in struct:SharedMem
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);
  /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);
  /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;
  /external/chromium_org/chrome/common/extensions/docs/examples/extensions/fx/
bg.js 96 // the default sound should be played for this event.
109 // Ignore all events until the startup sound has finished.
129 var sound = sounds[id];
131 if (sound && sound.src) {
132 if (!sound.paused) {
133 if (sound.currentTime < 0.2) {
134 console.log("ignoring fast replay: " + id + "/" + sound.currentTime);
137 sound.pause();
138 sound.currentTime = 0
    [all...]
  /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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