Searched refs:sound (Results 1 - 17 of 17) sorted by relevance

/haiku/src/kits/game/
H A DGameSoundDevice.h46 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,
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H A DGameSoundDevice.cpp129 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
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H A DGameProducer.h24 // 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;
H A DStreamingGameSound.cpp110 gs_id sound; local
111 status_t error = Device()->CreateBuffer(&sound, this, format,
115 return BGameSound::Init(sound);
H A DSimpleGameSound.cpp225 gs_id sound; local
228 = Device()->CreateBuffer(&sound, format, inData, inFrameCount);
232 BGameSound::Init(sound);
H A DFileGameSound.cpp349 // 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);
H A DGameProducer.cpp10 /* A MediaKit producer node which mixes sound from the GameKit
33 gs_id sound; member in struct:_gs_play
/haiku/3rdparty/vmware/
H A Dhaiku.vmx33 sound.present = "false"
34 sound.autodetect = "true"
35 sound.virtualDev = "es1371"
36 sound.fileName = "-1"
37 sound.startConnected = "true"
H A Dhaiku-alpha.vmx33 sound.present = "false"
34 sound.autodetect = "true"
35 sound.virtualDev = "es1371"
36 sound.fileName = "-1"
37 sound.startConnected = "true"
H A Dhaiku-nightly.vmx33 sound.present = "false"
34 sound.autodetect = "true"
35 sound.virtualDev = "es1371"
36 sound.fileName = "-1"
37 sound.startConnected = "true"
/haiku/src/tests/kits/midi/synth_file_reader/
H A DSynthFile.cpp59 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
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H A DSynthFile.h75 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);
/haiku/src/add-ons/kernel/drivers/audio/cmedia/
H A Dpcm.c11 #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
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/haiku/src/tests/kits/game/simple_game_sound_test/
H A DSimpleSoundTest.cpp84 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 !
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H A DSimpleSoundTest.h46 void SetSound(BSimpleGameSound* sound);
/haiku/headers/os/media/
H A DSoundPlayer.h97 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
/haiku/src/kits/media/
H A DSoundPlayer.cpp400 /*! 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
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