Searched defs:SoundPool (Results 1 - 3 of 3) sorted by relevance

/frameworks/av/media/libmedia/
H A DSoundPool.cpp18 #define LOG_TAG "SoundPool"
25 #include <media/SoundPool.h>
38 SoundPool::SoundPool(int maxChannels, audio_stream_type_t streamType, int srcQuality) function in class:android::SoundPool
40 ALOGV("SoundPool constructor: maxChannels=%d, streamType=%d, srcQuality=%d",
74 SoundPool::~SoundPool()
76 ALOGV("SoundPool destructor");
93 void SoundPool::addToRestartList(SoundChannel* channel)
102 void SoundPool
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/frameworks/base/media/java/android/media/
H A DSoundPool.java36 * The SoundPool class manages and plays audio resources for applications.
38 * <p>A SoundPool is a collection of samples that can be loaded into memory
40 * SoundPool library uses the MediaPlayer service to decode the audio
45 * <p>In addition to low-latency playback, SoundPool can also manage the number
46 * of audio streams being rendered at once. When the SoundPool object is
48 * that can be played at a time from this single SoundPool. SoundPool tracks
50 * SoundPool will automatically stop a previously playing stream based first
71 * the SoundPool was created. In this case, the stream allocator will stop
80 * by that level. In this case, the game logic should create a new SoundPool
107 public class SoundPool { class
123 public SoundPool(int maxStreams, int streamType, int srcQuality) { method in class:SoundPool
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/frameworks/av/include/media/
H A DSoundPool.h35 class SoundPool;
49 typedef void SoundPoolCallback(SoundPoolEvent event, SoundPool* soundPool, void* user);
127 void init(SoundPool* soundPool);
153 SoundPool* mSoundPool;
166 class SoundPool { class in namespace:android
170 SoundPool(int maxChannels, audio_stream_type_t streamType, int srcQuality);
171 ~SoundPool();
200 SoundPool() {} // no default constructor function in class:android::SoundPool

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