/build/target/board/generic_mips/ |
README.txt | 5 will work with the emulator, though sound will not work
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/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"
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/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.",
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/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.",
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/frameworks/base/media/tests/SoundPoolTest/ |
AndroidManifest.xml | 4 <activity android:name="SoundPoolTest" android:label="Sound Pool Test">
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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
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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/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
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/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;;;;
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/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. */
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/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);
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/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"
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platformsoundsystem.cc | 28 #include "talk/sound/platformsoundsystem.h" 32 #include "talk/sound/linuxsoundsystem.h" 34 #include "talk/sound/nullsoundsystem.h"
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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
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/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.",
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/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);
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/packages/apps/Browser/ |
Android.mk | 22 # We need the sound recorder for the Media Capture API.
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/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
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/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
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/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
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/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 [all...] |