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

/frameworks/base/media/jni/soundpool/
H A DSoundPool.cpp18 #define LOG_TAG "SoundPool"
30 #include "SoundPool.h"
47 SoundPool::SoundPool(int maxChannels, const audio_attributes_t* pAttributes) function in class:android::SoundPool
49 ALOGV("SoundPool constructor: maxChannels=%d, attr.usage=%d, attr.flags=0x%x, attr.tags=%s",
82 SoundPool::~SoundPool()
84 ALOGV("SoundPool destructor");
101 void SoundPool::addToRestartList(SoundChannel* channel)
110 void SoundPool
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H A DSoundPool.h35 class SoundPool;
49 typedef void SoundPoolCallback(SoundPoolEvent event, SoundPool* soundPool, void* user);
119 void init(SoundPool* soundPool);
146 SoundPool* mSoundPool;
160 class SoundPool { class in namespace:android
164 SoundPool(int maxChannels, const audio_attributes_t* pAttributes);
165 ~SoundPool();
193 SoundPool() {} // no default constructor function in class:android::SoundPool
/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
153 public SoundPool(int maxStreams, int streamType, int srcQuality) { method in class:SoundPool
158 private SoundPool(int maxStreams, AudioAttributes attributes) { method in class:SoundPool
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