Searched defs:SoundPool (Results 1 - 3 of 3) sorted by relevance
/frameworks/av/media/libmedia/ |
H A D | SoundPool.cpp | 18 #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 [all...] |
/frameworks/base/media/java/android/media/ |
H A D | 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 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 [all...] |
/frameworks/av/include/media/ |
H A D | SoundPool.h | 35 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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