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    Searched defs:AudioNode (Results 1 - 5 of 5) sorted by null

  /external/chromium_org/chromeos/dbus/
audio_node.cc 13 AudioNode::AudioNode()
20 AudioNode::AudioNode(bool is_input,
36 std::string AudioNode::ToString() const {
audio_node.h 16 // Structure to hold AudioNode data received from cras.
17 struct CHROMEOS_EXPORT AudioNode {
27 AudioNode();
28 AudioNode(bool is_input,
38 typedef std::vector<AudioNode> AudioNodeList;
  /external/chromium_org/third_party/WebKit/Source/modules/webaudio/
AudioNode.cpp 29 #include "modules/webaudio/AudioNode.h"
46 AudioNode::AudioNode(AudioContext* context, float sampleRate)
65 atexit(AudioNode::printNodeCounts);
70 AudioNode::~AudioNode()
74 fprintf(stderr, "%p: %d: AudioNode::~AudioNode() %d %d\n", this, nodeType(), m_normalRefCount, m_connectionRefCount);
78 void AudioNode::initialize()
83 void AudioNode::uninitialize(
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AudioNode.h 47 // An AudioNode is the basic building block for handling audio within an AudioContext.
49 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
53 class AudioNode : public ScriptWrappable, public EventTarget {
57 AudioNode(AudioContext*, float sampleRate);
58 virtual ~AudioNode();
130 virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&);
136 // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
137 // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
138 // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
160 // propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode
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  /external/jmonkeyengine/engine/src/core/com/jme3/audio/
AudioNode.java 49 * An <code>AudioNode</code> is used in jME3 for playing audio files.
51 * First, an {@link AudioNode} is loaded from file, and then assigned
58 * The "positional" property of an AudioNode can be set via
59 * {@link AudioNode#setPositional(boolean) }.
64 public class AudioNode extends Node {
92 * {@link AudioNode#play() } is called.
103 * This will be set if {@link AudioNode#stop() } is called
110 * Creates a new <code>AudioNode</code> without any audio data set.
112 public AudioNode() {
116 * Creates a new <code>AudioNode</code> without any audio data set
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