/dports/audio/abcde/abcde-2.9.3/examples/ |
H A D | cue2discid | 12 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)))
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/dports/audio/libcddb/libcddb-1.3.2/ |
H A D | ChangeLog | 1971 * include/cddb/cddb_ni.h: [iface] FRAMES_PER_SECOND now externally
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/dports/audio/libcddb/libcddb-1.3.2/include/cddb/ |
H A D | cddb_disc.h | 36 #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)
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/dports/devel/allegro/allegro-4.4.3.1/examples/ |
H A D | exsprite.c | 45 #define FRAMES_PER_SECOND 30 macro
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/dports/devel/sdl12/SDL-1.2.15/src/cdrom/bsdi/ |
H A D | SDL_syscdrom.c | 51 #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()
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/dports/games/atanks/atanks-6.5/ |
H A D | Changelog | 2315 -- 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
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/dports/games/burgerspace/burgerspace-1.9.4/src/ |
H A D | BurgerSpaceServer.cpp | 58 FRAMES_PER_SECOND = 20, variable
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/dports/games/cosmosmash/cosmosmash-1.4.8/src/ |
H A D | CosmoSmashEngine.cpp | 91 FRAMES_PER_SECOND = 20; variable 1174 / speed.y / FRAMES_PER_SECOND; in animateAutomaticCharacters()
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/dports/games/libretro-fbalpha/fbalpha-84eb9d9/src/burn/drv/sms/ |
H A D | smsvdp.h | 21 #define FRAMES_PER_SECOND 60 macro 22 #define CYCLES_PER_LINE ((MASTER_CLOCK / FRAMES_PER_SECOND) / LINES_PER_FRAME)
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/dports/games/libretro-fbneo/FBNeo-bbe3c05/src/burn/drv/sms/ |
H A D | smsvdp.h | 21 #define FRAMES_PER_SECOND 60 macro
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/dports/games/libretro-opera/opera-libretro-5781f68/libopera/ |
H A D | opera_cdrom.c | 40 #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()
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/dports/games/libretro-scummvm/scummvm-7b1e929/backends/networking/curl/ |
H A D | connectionmanager.h | 41 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
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/dports/games/libretro-scummvm/scummvm-7b1e929/backends/networking/sdl_net/ |
H A D | localwebserver.cpp | 213 if (_idlingFrames > FRAMES_PER_SECOND && _stopOnIdle) { in handle()
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H A D | localwebserver.h | 53 static const uint32 FRAMES_PER_SECOND = 20; variable 54 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword2/ |
H A D | sound.cpp | 315 delay *= FRAMES_PER_SECOND; in queueFx()
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H A D | sword2.cpp | 422 return _gameSpeed * FRAMES_PER_SECOND; in getFramesPerSecond()
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H A D | sword2.h | 28 #define FRAMES_PER_SECOND 12 macro
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/dports/games/mirrormagic/mirrormagic-2.0.2/src/ |
H A D | main.h | 194 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY) macro
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/dports/games/residualvm/residualvm-0.3.1/backends/networking/curl/ |
H A D | connectionmanager.h | 41 static const uint32 FRAMES_PER_SECOND = 20; variable 42 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
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/dports/games/residualvm/residualvm-0.3.1/backends/networking/sdl_net/ |
H A D | localwebserver.cpp | 213 if (_idlingFrames > FRAMES_PER_SECOND && _stopOnIdle) { in handle()
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H A D | localwebserver.h | 53 static const uint32 FRAMES_PER_SECOND = 20; variable 54 static const uint32 TIMER_INTERVAL = 1000000 / FRAMES_PER_SECOND;
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/dports/games/rnd_jue/rnd_jue-3.3.0.0/src/ |
H A D | editor.c | 1599 { FRAMES_PER_SECOND, "seconds" },
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H A D | files.c | 1124 &xx_change.delay_frames, FRAMES_PER_SECOND
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H A D | game.c | 1974 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 …]
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/dports/games/rnd_jue/rnd_jue-3.3.0.0/src/game_em/ |
H A D | main_em.h | 103 #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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