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  /build/target/board/generic_mips/
README.txt 5 will work with the emulator, though sound will not work
  /cts/suite/audio_quality/test_description/conf/
detect_usb_audio.py 18 #detect USB sound card from sound card lists under sys/class/sound/soundX
22 AUDIO_CLASS_DIR = "/sys/class/sound"
  /external/chromium/chrome/common/extensions/docs/examples/extensions/fx/
manifest.json 4 "description": "Enjoy a more magical and immersive experience when browsing the web using the power of sound.",
  /external/chromium_org/chrome/common/extensions/docs/examples/extensions/fx/
manifest.json 4 "description": "Enjoy a more magical and immersive experience when browsing the web using the power of sound.",
  /frameworks/base/media/tests/SoundPoolTest/
AndroidManifest.xml 4 <activity android:name="SoundPoolTest" android:label="Sound Pool Test">
  /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))
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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
  /frameworks/opt/vcard/tests/res/raw/
v21_multiple_entry.vcf 4 SOUND;X-IRMC-N;CHARSET=SHIFT_JIS:???????3;;;;
15 SOUND;X-IRMC-N;CHARSET=SHIFT_JIS:???????4;;;;
26 SOUND;X-IRMC-N;CHARSET=SHIFT_JIS:???????5;;;;
  /external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloAudio.java 45 /* gun shot sound is to be triggered by a mouse click. */
46 audio_gun = new AudioNode(assetManager, "Sound/Effects/Gun.wav", false);
51 /* nature sound - keeps playing in a loop. */
52 audio_nature = new AudioNode(assetManager, "Sound/Environment/Nature.ogg", true);
67 /** Defining the "Shoot" action: Play a gun sound. */
  /external/replicaisland/src/com/replica/replicaisland/
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...]
  /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/chromium_org/third_party/libjingle/source/talk/sound/
soundsysteminterface.h 41 // Interface for a platform's sound system.
45 // 2) Concurrent use of different Sound(Input|Output)StreamInterface
60 // Sound(Input|Output)StreamInterface. See those classes for more details.
65 // Format for the sound stream.
78 // Use this one to say you don't care what the latency is. The sound system
81 // Use this one to say that you want the sound system to pick an appropriate
82 // small latency value. The sound system may pick the minimum allowed one, or
87 // Max value for the volume parameters for Sound(Input|Output)StreamInterface.
89 // Min value for the volume parameters for Sound(Input|Output)StreamInterface.
117 // A human-readable name for this sound system
    [all...]
linuxsoundsystem.cc 28 #include "talk/sound/linuxsoundsystem.h"
30 #include "talk/sound/alsasoundsystem.h"
31 #include "talk/sound/pulseaudiosoundsystem.h"
platformsoundsystem.cc 28 #include "talk/sound/platformsoundsystem.h"
32 #include "talk/sound/linuxsoundsystem.h"
34 #include "talk/sound/nullsoundsystem.h"
alsasoundsystem.h 32 #include "talk/sound/alsasymboltable.h"
33 #include "talk/sound/soundsysteminterface.h"
41 // Sound system implementation for ALSA, the predominant sound device API on
  /frameworks/base/media/java/android/media/
SoundPool.java 56 * causes the sound to loop forever. In this case, the application must
57 * explicitly call the stop() function to stop the sound. Any other non-zero
58 * value will cause the sound to repeat the specified number of times, e.g.
59 * a value of 3 causes the sound to play a total of 4 times.</p>
62 * the sound to play at its original frequency (resampled, if necessary,
64 * sound to play at twice its original frequency, and a playback rate of
75 * streams, the new sound will not play and the play() function will return
132 * Load the sound from the specified path.
135 * @param priority the priority of the sound. Currently has no effect. Use
137 * @return a sound ID. This value can be used to play or unload the sound
    [all...]
  /external/chromium_org/chrome/common/extensions/docs/examples/extensions/talking_alarm_clock/
manifest.json 4 "description": "A clock with two configurable alarms that will play a sound and speak a phrase of your choice.",
  /external/jmonkeyengine/engine/src/android/jme3test/android/
TestAmbient.java 61 footsteps = new AudioNode(audioRenderer, assetManager, "Sound/Effects/Foot steps.ogg", true);
69 beep = new AudioNode(audioRenderer, assetManager, "Sound/Effects/Beep.ogg", true);
77 waves = new AudioNode(assetManager, "Sound/Environment/Ocean Waves.ogg", true);
80 nature = new AudioNode(assetManager, "Sound/Environment/Nature.ogg", true);
  /packages/apps/Browser/
Android.mk 22 # We need the sound recorder for the Media Capture API.
  /prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.4.3/sysroot/usr/lib/pkgconfig/
alsa.pc 7 Description: Advanced Linux Sound Architecture (ALSA) - Library
  /prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.6/sysroot/usr/lib/pkgconfig/
alsa.pc 7 Description: Advanced Linux Sound Architecture (ALSA) - Library
  /prebuilts/gcc/linux-x86/host/x86_64-linux-glibc2.7-4.6/sysroot/usr/lib/pkgconfig/
alsa.pc 7 Description: Advanced Linux Sound Architecture (ALSA) - Library
  /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...]
  /prebuilts/python/darwin-x86/2.7.5/lib/python2.7/test/
test_winsound.py 14 def has_sound(sound):
15 """Find out if a particular event is configured with a default sound"""
23 "AppEvents\Schemes\Apps\.Default\{0}\.Default".format(sound))
38 # scenario as they have no sound devices whatsoever (not even
165 # If it cannot find the specified sound, PlaySound uses the
166 # default system event sound entry instead. If the function
168 # sound, it makes no sound and returns FALSE.
186 # we'd really like to test is that no sound is played, but
217 else: # the first sound might already be finishe
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