/haiku/src/kits/game/ |
H A D | GameSoundDevice.h | 46 virtual const gs_audio_format & Format(gs_id sound) const; 48 virtual status_t CreateBuffer(gs_id * sound, 52 virtual status_t CreateBuffer(gs_id * sound, 57 virtual void ReleaseBuffer(gs_id sound); 59 virtual status_t Buffer(gs_id sound, 63 virtual bool IsPlaying(gs_id sound); 64 virtual status_t StartPlaying(gs_id sound); 65 virtual status_t StopPlaying(gs_id sound); 67 virtual status_t GetAttributes(gs_id sound, 70 virtual status_t SetAttributes(gs_id sound, [all...] |
H A D | GameSoundDevice.cpp | 129 BGameSoundDevice::Format(gs_id sound) const 131 return fSounds[sound - 1]->Format(); 143 BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format, argument 146 if (frames <= 0 || !sound) 164 *sound = gs_id(position + 1); 170 BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object, argument 174 if (!object || !sound) 193 *sound = gs_id(position + 1); 199 BGameSoundDevice::ReleaseBuffer(gs_id sound) argument 201 if (sound < 216 Buffer(gs_id sound, gs_audio_format* format, void*& data) argument 233 StartPlaying(gs_id sound) argument 249 StopPlaying(gs_id sound) argument 265 IsPlaying(gs_id sound) argument 274 GetAttributes(gs_id sound, gs_attribute* attributes, size_t attributeCount) argument 285 SetAttributes(gs_id sound, gs_attribute* attributes, size_t attributeCount) argument [all...] |
H A D | GameProducer.h | 24 // Description: A MediaKit producer node which mixes sound from the GameKit 116 status_t StartPlaying(GameSoundBuffer* sound); 117 status_t StopPlaying(GameSoundBuffer* sound); 118 bool IsPlaying(GameSoundBuffer* sound) const;
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H A D | StreamingGameSound.cpp | 110 gs_id sound; local 111 status_t error = Device()->CreateBuffer(&sound, this, format, 115 return BGameSound::Init(sound);
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H A D | SimpleGameSound.cpp | 225 gs_id sound; local 228 = Device()->CreateBuffer(&sound, format, inData, inFrameCount); 232 BGameSound::Init(sound);
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H A D | FileGameSound.cpp | 349 // request the format we want the sound 379 // Ask the device to attach our sound to it 380 gs_id sound; local 381 error = Device()->CreateBuffer(&sound, this, &gsformat); 385 return BGameSound::Init(sound);
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H A D | GameProducer.cpp | 10 /* A MediaKit producer node which mixes sound from the GameKit 33 gs_id sound; member in struct:_gs_play
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/haiku/3rdparty/vmware/ |
H A D | haiku.vmx | 33 sound.present = "false" 34 sound.autodetect = "true" 35 sound.virtualDev = "es1371" 36 sound.fileName = "-1" 37 sound.startConnected = "true"
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H A D | haiku-alpha.vmx | 33 sound.present = "false" 34 sound.autodetect = "true" 35 sound.virtualDev = "es1371" 36 sound.fileName = "-1" 37 sound.startConnected = "true"
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H A D | haiku-nightly.vmx | 33 sound.present = "false" 34 sound.autodetect = "true" 35 sound.virtualDev = "es1371" 36 sound.fileName = "-1" 37 sound.startConnected = "true"
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/haiku/src/tests/kits/midi/synth_file_reader/ |
H A D | SynthFile.cpp | 59 SSoundInRange::SSoundInRange(uint8 start, uint8 end, SSound* sound) argument 62 , fSound(sound) 100 SSynthFile::FindSound(uint16 sound) argument 105 if (s->Id() == sound) return s; 111 SSynthFile::GetSound(uint16 sound) argument 113 SSound* s = FindSound(sound); 115 s = new SSound(sound); 161 SSound* sound = instr->DefaultSound(); local 162 ASSERT(sound != NULL); 164 (int)sound [all...] |
H A D | SynthFile.h | 75 SSoundInRange(uint8 start, uint8 end, SSound* sound); 101 void SetDefaultSound(SSound* sound) { fDefaultSound = sound; } argument 117 SSound* FindSound(uint16 sound); 124 SSound* GetSound(uint16 sound);
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/haiku/src/add-ons/kernel/drivers/audio/cmedia/ |
H A D | pcm.c | 11 #include "sound.h" 801 sound_setup * sound = (sound_setup *)data; local 807 sound->sample_rate = kHz_44_1; 809 sound->playback_format = linear_16bit_big_endian_stereo; 810 sound->capture_format = linear_16bit_big_endian_stereo; 813 sound->playback_format = linear_16bit_little_endian_stereo; 814 sound->capture_format = linear_16bit_little_endian_stereo; 816 sound->dither_enable = false; 817 sound->loop_attn = 0; 818 sound 922 sound_setup * sound = (sound_setup *)data; local [all...] |
/haiku/src/tests/kits/game/simple_game_sound_test/ |
H A D | SimpleSoundTest.cpp | 84 BSimpleGameSound * sound = new BSimpleGameSound(&file); local 86 if (sound->InitCheck() == B_OK) 87 fWin->SetSound(sound); 89 delete sound; 107 // Add the button which start and stop playback of the choosen sound 118 // Control the sound's volumn (gain) 128 // Control the sound's pan 215 void SimpleSoundWin::SetSound(BSimpleGameSound * sound) argument 219 // enable the Start button if we were given a valid sound 222 fStart->SetEnabled((sound ! [all...] |
H A D | SimpleSoundTest.h | 46 void SetSound(BSimpleGameSound* sound);
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/haiku/headers/os/media/ |
H A D | SoundPlayer.h | 97 play_id StartPlaying(BSound* sound, 99 play_id StartPlaying(BSound* sound, 102 status_t SetSoundVolume(play_id sound, float newVolume); 153 void _NotifySoundDone(play_id sound, bool gotToPlay); 166 BSound* sound; member in struct:BSoundPlayer::playing_sound 177 BSound* sound; member in struct:BSoundPlayer::waiting_sound
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/haiku/src/kits/media/ |
H A D | SoundPlayer.cpp | 400 /*! Returns the current performance time of the sound player node 440 BSoundPlayer::StartPlaying(BSound* sound, bigtime_t atTime) argument 442 return StartPlaying(sound, atTime, 1.0); 447 BSoundPlayer::StartPlaying(BSound* sound, bigtime_t atTime, float withVolume) argument 457 item->sound = sound; 468 sound->AcquireRef(); 537 item->sound->ReleaseRef(); 569 waitSem = item->wait_sem = create_sem(0, "wait for sound"); 684 // TODO: support more than one sound an 691 playing_sound *sound = player->fPlayingSounds; local [all...] |