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

/frameworks/av/media/libmedia/
H A DSoundPool.cpp18 #define LOG_TAG "SoundPool"
29 #include <media/SoundPool.h>
43 SoundPool::SoundPool(int maxChannels, const audio_attributes_t* pAttributes) function in class:android::SoundPool
45 ALOGV("SoundPool constructor: maxChannels=%d, attr.usage=%d, attr.flags=0x%x, attr.tags=%s",
78 SoundPool::~SoundPool()
80 ALOGV("SoundPool destructor");
97 void SoundPool::addToRestartList(SoundChannel* channel)
106 void SoundPool
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/frameworks/base/media/java/android/media/
H A DSoundPool.java43 * 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
114 public class SoundPool { class
132 public SoundPool(int maxStreams, int streamType, int srcQuality) { method in class:SoundPool
137 private SoundPool(int maxStreams, AudioAttributes attributes) { 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, const audio_attributes_t* pAttributes);
171 ~SoundPool();
199 SoundPool() {} // no default constructor function in class:android::SoundPool

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