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Searched refs:FRAMES_PER_SECOND (Results 1 – 25 of 78) sorted by path

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/dports/audio/abcde/abcde-2.9.3/examples/
H A Dcue2discid12 FRAMES_PER_SECOND = 75
14 SAMPLES_PER_FRAME = SAMPLES_PER_SECOND // FRAMES_PER_SECOND
39 …(pregapMatch.group('min')) * 60) + int(pregapMatch.group('sec'))) * FRAMES_PER_SECOND + int(pregap…
45 …ackMatch.group('min')) * 60) + int(startTrackMatch.group('sec'))) * FRAMES_PER_SECOND + int(startT…
63 secondslist = [i//FRAMES_PER_SECOND for i in framelist]
66 t = int(leadOutFrame/FRAMES_PER_SECOND - framelist[0]/FRAMES_PER_SECOND)
69 int(leadOutFrame/FRAMES_PER_SECOND)))
/dports/audio/libcddb/libcddb-1.3.2/
H A DChangeLog1971 * include/cddb/cddb_ni.h: [iface] FRAMES_PER_SECOND now externally
/dports/audio/libcddb/libcddb-1.3.2/include/cddb/
H A Dcddb_disc.h36 #define FRAMES_PER_SECOND 75 macro
41 #define FRAMES_TO_SECONDS(f) ((f) / FRAMES_PER_SECOND)
46 #define SECONDS_TO_FRAMES(s) ((s) * FRAMES_PER_SECOND)
/dports/devel/allegro/allegro-4.4.3.1/examples/
H A Dexsprite.c45 #define FRAMES_PER_SECOND 30 macro
/dports/devel/sdl12/SDL-1.2.15/src/cdrom/bsdi/
H A DSDL_syscdrom.c51 #define FRAMES_PER_SECOND 75 macro
52 #define FRAMES_PER_MINUTE (FRAMES_PER_SECOND * 60)
57 return(minute * FRAMES_PER_MINUTE + second * FRAMES_PER_SECOND + frame); in msf_to_frame()
64 *secp = (frame % FRAMES_PER_MINUTE) / FRAMES_PER_SECOND; in frame_to_msf()
65 *framep = frame % FRAMES_PER_SECOND; in frame_to_msf()
/dports/games/atanks/atanks-6.5/
H A DChangelog2315 -- Added FRAMES_PER_SECOND define
2322 -- Dropped FRAMES_PER_SECOND to 60 from 100
2323 -- Modified various things to cope with FRAMES_PER_SECOND changes
/dports/games/burgerspace/burgerspace-1.9.4/src/
H A DBurgerSpaceServer.cpp58 FRAMES_PER_SECOND = 20, variable
/dports/games/cosmosmash/cosmosmash-1.4.8/src/
H A DCosmoSmashEngine.cpp91 FRAMES_PER_SECOND = 20; variable
1174 / speed.y / FRAMES_PER_SECOND; in animateAutomaticCharacters()
/dports/games/libretro-fbalpha/fbalpha-84eb9d9/src/burn/drv/sms/
H A Dsmsvdp.h21 #define FRAMES_PER_SECOND 60 macro
22 #define CYCLES_PER_LINE ((MASTER_CLOCK / FRAMES_PER_SECOND) / LINES_PER_FRAME)
/dports/games/libretro-fbneo/FBNeo-bbe3c05/src/burn/drv/sms/
H A Dsmsvdp.h21 #define FRAMES_PER_SECOND 60 macro
/dports/games/libretro-opera/opera-libretro-5781f68/libopera/
H A Dopera_cdrom.c40 #define FRAMES_PER_SECOND 75 macro
56 mod = ((lba_ + MSF_BIAS_IN_FRAMES) % (SECONDS_PER_MINUTE * FRAMES_PER_SECOND)); in LBA2MSF()
57 msf_->minutes = ((lba_ + MSF_BIAS_IN_FRAMES) / (SECONDS_PER_MINUTE * FRAMES_PER_SECOND)); in LBA2MSF()
58 msf_->seconds = (mod / FRAMES_PER_SECOND); in LBA2MSF()
59 msf_->frames = (mod % FRAMES_PER_SECOND); in LBA2MSF()
69 lba = ((msf_->minutes * SECONDS_PER_MINUTE * FRAMES_PER_SECOND) + in MSF2LBA()
70 (msf_->seconds * FRAMES_PER_SECOND) + in MSF2LBA()
/dports/games/libretro-scummvm/scummvm-7b1e929/backends/networking/curl/
H A Dconnectionmanager.h41 static const uint32 FRAMES_PER_SECOND = 25; variable
42 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
45 static const uint32 DEBUG_PRINT_PERIOD = FRAMES_PER_SECOND; // once per second
/dports/games/libretro-scummvm/scummvm-7b1e929/backends/networking/sdl_net/
H A Dlocalwebserver.cpp213 if (_idlingFrames > FRAMES_PER_SECOND && _stopOnIdle) { in handle()
H A Dlocalwebserver.h53 static const uint32 FRAMES_PER_SECOND = 20; variable
54 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword2/
H A Dsound.cpp315 delay *= FRAMES_PER_SECOND; in queueFx()
H A Dsword2.cpp422 return _gameSpeed * FRAMES_PER_SECOND; in getFramesPerSecond()
H A Dsword2.h28 #define FRAMES_PER_SECOND 12 macro
/dports/games/mirrormagic/mirrormagic-2.0.2/src/
H A Dmain.h194 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY) macro
/dports/games/residualvm/residualvm-0.3.1/backends/networking/curl/
H A Dconnectionmanager.h41 static const uint32 FRAMES_PER_SECOND = 20; variable
42 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
/dports/games/residualvm/residualvm-0.3.1/backends/networking/sdl_net/
H A Dlocalwebserver.cpp213 if (_idlingFrames > FRAMES_PER_SECOND && _stopOnIdle) { in handle()
H A Dlocalwebserver.h53 static const uint32 FRAMES_PER_SECOND = 20; variable
54 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
/dports/games/rnd_jue/rnd_jue-3.3.0.0/src/
H A Deditor.c1599 { FRAMES_PER_SECOND, "seconds" },
H A Dfiles.c1124 &xx_change.delay_frames, FRAMES_PER_SECOND
H A Dgame.c1974 game.light_time_left = level.time_light * FRAMES_PER_SECOND; in InitField()
6766 level.time_light * FRAMES_PER_SECOND : 0); in ToggleLightSwitch()
6775 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; in ActivateTimegateSwitch()
9795 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; in InitRobotWheel()
9815 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; in InitTimegateWheel()
9828 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; in InitMagicBallDelay()
10333 int activating_delay = FRAMES_PER_SECOND / 4; in InitBuggyBase()
10337 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : in InitBuggyBase()
10341 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1); in InitBuggyBase()
10371 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); in InitTrap()
[all …]
/dports/games/rnd_jue/rnd_jue-3.3.0.0/src/game_em/
H A Dmain_em.h103 #define SECONDS_TO_FRAMES(x) ((x) * FRAMES_PER_SECOND)
104 #define FRAMES_TO_SECONDS(x) ((x) / FRAMES_PER_SECOND)
106 #define SECONDS_TO_CYCLES(x) ROUNDED_DIVIDE((x) * FRAMES_PER_SECOND, 8)
107 #define CYCLES_TO_SECONDS(x) ROUNDED_DIVIDE((x) * 8, FRAMES_PER_SECOND)
109 #define DISPLAY_TIME(x) ROUNDED_DIVIDE(x, FRAMES_PER_SECOND)

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