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Searched
defs:soundPool
(Results
1 - 4
of
4
) sorted by null
/external/libgdx/backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/
AndroidSound.java
20
import android.media.
SoundPool
;
26
final
SoundPool
soundPool
;
31
AndroidSound (
SoundPool
pool, AudioManager manager, int soundId) {
32
this.
soundPool
= pool;
39
soundPool
.unload(soundId);
50
int streamId =
soundPool
.play(soundId, volume, volume, 1, 0, 1);
59
soundPool
.stop(streamIds.get(i));
64
soundPool
.stop((int)soundId);
69
soundPool
.autoPause();
[
all
...]
AndroidAudio.java
29
import android.media.
SoundPool
;
44
private final
SoundPool
soundPool
;
50
soundPool
= new
SoundPool
(config.maxSimultaneousSounds, AudioManager.STREAM_MUSIC, 100);
56
soundPool
= null;
62
if (
soundPool
== null) {
74
this.
soundPool
.autoPause();
78
if (
soundPool
== null) {
86
this.
soundPool
.autoResume();
[
all
...]
/cts/tests/tests/media/src/android/media/cts/
SoundPoolTest.java
26
import android.media.
SoundPool
;
44
private
SoundPool
mSoundPool;
93
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
142
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
185
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
214
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, 0);
237
// The number of possible
SoundPool
streams simultaneously active is limited by
241
//
SoundPool
should gracefully degrade to play those streams it can.
246
SoundPool
soundPool
= null
[
all
...]
/frameworks/base/media/java/android/media/
SoundPool.java
43
* The
SoundPool
class manages and plays audio resources for applications.
45
* <p>A
SoundPool
is a collection of samples that can be loaded into memory
47
*
SoundPool
library uses the MediaPlayer service to decode the audio
52
* <p>In addition to low-latency playback,
SoundPool
can also manage the number
53
* of audio streams being rendered at once. When the
SoundPool
object is
55
* that can be played at a time from this single
SoundPool
.
SoundPool
tracks
57
*
SoundPool
will automatically stop a previously playing stream based first
78
* the
SoundPool
was created. In this case, the stream allocator will stop
87
* by that level. In this case, the game logic should create a new
SoundPool
[
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...]
Completed in 286 milliseconds