Searched refs:sound (Results 1 - 25 of 33) sorted by relevance

12

/external/replicaisland/src/com/replica/replicaisland/
H A DPlaySingleSoundComponent.java35 public void setSound(SoundSystem.Sound sound) { argument
36 mSound = sound;
42 SoundSystem sound = sSystemRegistry.soundSystem;
43 mSoundHandle = sound.play(mSound, false, SoundSystem.PRIORITY_NORMAL);
H A DButtonAnimationComponent.java55 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;
H A DAnimationComponent.java140 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
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H A DGhostComponent.java131 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
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H A DDoorAnimationComponent.java96 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);
H A DLauncherComponent.java114 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;
H A DHitReactionComponent.java120 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;
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H A DGameThread.java105 SoundSystem sound = BaseObject.sSystemRegistry.soundSystem;
106 if (sound != null) {
107 sound.pauseAll();
H A DSoundSystem.java66 // 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
H A DLifetimeComponent.java164 SoundSystem sound = sSystemRegistry.soundSystem;
165 if (sound != null) {
166 sound.play(mDeathSound, false, SoundSystem.PRIORITY_NORMAL);
H A DLaunchProjectileComponent.java180 SoundSystem sound = sSystemRegistry.soundSystem;
181 if (sound != null) {
182 sound.play(mShootSound, false, SoundSystem.PRIORITY_NORMAL);
/external/qemu/distrib/sdl-1.2.12/src/audio/windib/
H A DSDL_dibaudio.h35 HWAVEOUT sound; member in struct:SDL_PrivateAudioData
45 #define sound (this->hidden->sound) macro
H A DSDL_dibaudio.c178 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,
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/external/qemu/distrib/sdl-1.2.12/src/audio/windx5/
H A DSDL_dx5audio.h36 LPDIRECTSOUND sound; member in struct:SDL_PrivateAudioData
46 #define sound (this->hidden->sound) macro
H A DSDL_dx5audio.c62 /* 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
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/external/chromium/chrome/common/extensions/docs/examples/extensions/fx/
H A Dbg.js92 // 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
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/external/eclipse-basebuilder/basebuilder-3.6.2/org.eclipse.releng.basebuilder/plugins/org.apache.ant_1.7.1.v20090120-1145/lib/
H A Dant-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 DSDL_mmeaudio.h36 HWAVEOUT sound; member in struct:SharedMem
H A DSDL_mmeaudio.c131 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);
/external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/
H A DSoundDeviceJme.java38 import de.lessvoid.nifty.sound.SoundSystem;
39 import de.lessvoid.nifty.spi.sound.SoundDevice;
40 import de.lessvoid.nifty.spi.sound.SoundHandle;
H A DSoundHandleJme.java39 import de.lessvoid.nifty.spi.sound.SoundHandle;
/external/quake/quake/src/WinQuake/
H A Dwq.bat13 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
H A Dquake-data.spec.sh38 motion, ambient sound and lighting, and unmatched multiplayer capabilities
/external/quake/quake/src/QW/progs/
H A Dweapons.qc61 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
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/external/quake/quake/src/QW/client/
H A Dqwcl.mak1113 ".\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
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