/external/replicaisland/src/com/replica/replicaisland/ |
H A D | PlaySingleSoundComponent.java | 35 public void setSound(SoundSystem.Sound sound) { argument 36 mSound = sound; 42 SoundSystem sound = sSystemRegistry.soundSystem; 43 mSoundHandle = sound.play(mSound, false, SoundSystem.PRIORITY_NORMAL);
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H A D | ButtonAnimationComponent.java | 55 SoundSystem sound = sSystemRegistry.soundSystem; 56 if (sound != null) { 57 sound.play(mDepressSound, false, SoundSystem.PRIORITY_NORMAL); 82 public void setDepressSound(Sound sound) { argument 83 mDepressSound = sound;
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H A D | AnimationComponent.java | 140 SoundSystem sound = sSystemRegistry.soundSystem; 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. 145 if (sound.getSoundEnabled()) { 158 mRocketSoundStream = sound.play(mRocketSound, true, SoundSystem.PRIORITY_HIGH); 161 sound.resume(mRocketSoundStream); 165 sound.pause(mRocketSoundStream); 172 // a sound when it is collected. The gems are a special case, though, as we 173 // want to pick a different sound depending on how many have been collected. 181 sound 369 setRocketSound(Sound sound) argument 383 setExplosionSound(Sound sound) argument [all...] |
H A D | GhostComponent.java | 131 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; 132 if (sound != null) { 133 mAmbientSoundStream = sound.play(mAmbientSound, true, SoundSystem.PRIORITY_NORMAL); 140 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; 141 if (sound != null) { 142 sound.stop(mAmbientSoundStream); 191 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; 192 if (sound != null) { 193 sound.stop(mAmbientSoundStream); 236 public final void setAmbientSound(Sound sound) { argument [all...] |
H A D | DoorAnimationComponent.java | 96 SoundSystem sound = sSystemRegistry.soundSystem; 97 if (sound != null) { 98 sound.play(mOpenSound, false, SoundSystem.PRIORITY_NORMAL); 126 SoundSystem sound = sSystemRegistry.soundSystem; 127 if (sound != null) { 128 sound.play(mCloseSound, false, SoundSystem.PRIORITY_NORMAL);
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H A D | LauncherComponent.java | 114 SoundSystem sound = sSystemRegistry.soundSystem; 115 if (sound != null) { 116 sound.play(mLaunchSound, false, SoundSystem.PRIORITY_NORMAL); 151 public void setLaunchSound(Sound sound) { argument 152 mLaunchSound = sound;
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H A D | HitReactionComponent.java | 120 SoundSystem sound = sSystemRegistry.soundSystem; 121 if (sound != null) { 122 sound.play(mDealHitSound, false, SoundSystem.PRIORITY_NORMAL); 231 SoundSystem sound = sSystemRegistry.soundSystem; 232 if (sound != null) { 233 sound.play(mTakeHitSound, false, SoundSystem.PRIORITY_NORMAL); 325 public final void setTakeHitSound(int hitType, SoundSystem.Sound sound) { argument 327 mTakeHitSound = sound; 330 public final void setDealHitSound(int hitType, SoundSystem.Sound sound) { argument 331 mDealHitSound = sound; [all...] |
H A D | GameThread.java | 105 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem; 106 if (sound != null) { 107 sound.pauseAll();
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H A D | SoundSystem.java | 66 // new sound. 82 synchronized public final int play(Sound sound, boolean loop, int priority) { argument 85 stream = mSoundPool.play(sound.soundId, 1.0f, 1.0f, priority, loop ? -1 : 0, 1.0f); 94 synchronized public final int play(Sound sound, boolean loop, int priority, float volume, float rate) { argument 97 stream = mSoundPool.play(sound.soundId, volume, volume, priority, loop ? -1 : 0, rate); 128 // HACK: There's no way to pause an entire sound pool, but if we
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H A D | LifetimeComponent.java | 164 SoundSystem sound = sSystemRegistry.soundSystem; 165 if (sound != null) { 166 sound.play(mDeathSound, false, SoundSystem.PRIORITY_NORMAL);
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H A D | LaunchProjectileComponent.java | 180 SoundSystem sound = sSystemRegistry.soundSystem; 181 if (sound != null) { 182 sound.play(mShootSound, false, SoundSystem.PRIORITY_NORMAL);
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/external/qemu/distrib/sdl-1.2.12/src/audio/windib/ |
H A D | SDL_dibaudio.h | 35 HWAVEOUT sound; member in struct:SDL_PrivateAudioData 45 #define sound (this->hidden->sound) macro
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H A D | 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, [all...] |
/external/qemu/distrib/sdl-1.2.12/src/audio/windx5/ |
H A D | SDL_dx5audio.h | 36 LPDIRECTSOUND sound; member in struct:SDL_PrivateAudioData 46 #define sound (this->hidden->sound) macro
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H A D | SDL_dx5audio.c | 62 /* Unfortunately, the sound drivers on NT have 272 /* Try to restore a lost sound buffer */ 308 /* Try to restore a lost sound buffer */ 401 /* Stop the looping sound buffer */ 407 if ( sound != NULL ) { 417 IDirectSound_Release(sound); 418 sound = NULL; 662 result = DSoundCreate(NULL, &sound, NULL); 672 NUM_BUFFERS = CreatePrimary(sound, mainwin, &mixbuf, 677 NUM_BUFFERS = CreateSecondary(sound, mainwi [all...] |
/external/chromium/chrome/common/extensions/docs/examples/extensions/fx/ |
H A D | 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 [all...] |
/external/eclipse-basebuilder/basebuilder-3.6.2/org.eclipse.releng.basebuilder/plugins/org.apache.ant_1.7.1.v20090120-1145/lib/ |
H A D | ant-jmf.jar | ... tools/ant/taskdefs/optional/ org/apache/tools/ant/taskdefs/optional/sound/ org/apache/tools/ant/taskdefs/optional/sound/AntSoundPlayer.class |
/external/qemu/distrib/sdl-1.2.12/src/audio/mme/ |
H A D | SDL_mmeaudio.h | 36 HWAVEOUT sound; member in struct:SharedMem
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H A D | 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);
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/external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/ |
H A D | 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;
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H A D | SoundHandleJme.java | 39 import de.lessvoid.nifty.spi.sound.SoundHandle;
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/external/quake/quake/src/WinQuake/ |
H A D | wq.bat | 13 echo wq fastvid: maximum video speed, but safer, probably slower sound
14 echo wq fastsnd: maximum sound speed, but safer, probably slower video
16 echo wq verysafe: almost sure to run, but probably slower, and no sound
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H A D | quake-data.spec.sh | 38 motion, ambient sound and lighting, and unmatched multiplayer capabilities
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/external/quake/quake/src/QW/progs/ |
H A D | weapons.qc | 61 sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
302 sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
330 sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
399 // sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
424 sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
562 sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
621 sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
636 sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
725 sound (sel [all...] |
/external/quake/quake/src/QW/client/ |
H A D | qwcl.mak | 1113 ".\sound.h"\
1198 ".\sound.h"\
1252 ".\sound.h"\
1304 ".\sound.h"\
1359 ".\sound.h"\
1414 ".\sound.h"\
1495 ".\sound.h"\
1543 ".\sound.h"\
1582 ".\sound.h"\
1623 ".\sound [all...] |