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Searched refs:CSound (Results 26 – 50 of 180) sorted by relevance

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/dports/audio/jamulus/jamulus-r3_8_1/ios/
H A Dsound.h31 class CSound : public CSoundBase
36 CSound ( void ( *fpNewProcessCallback ) ( CVector<short>& psData, void* arg ),
41 ~CSound();
46 virtual void processBufferList ( AudioBufferList*, CSound* );
/dports/games/ultimatestunts/ultimatestunts-srcdata-0771/ultimatestunts/
H A Dsound.cpp56 CSound::CSound() in CSound() function in CSound
155 bool CSound::reloadConfiguration() in reloadConfiguration()
187 CSound::~CSound() in ~CSound()
207 bool CSound::load() in load()
212 void CSound::unload() in unload()
218 void CSound::playNextSong() in playNextSong()
245 void CSound::update() in update()
H A Dsound.h36 class CSound {
38 CSound();
39 ~CSound();
H A Duscore.h39 CUSCore(CGameWinSystem *winsys, CSound *soundsys);
54 CSound *m_SoundSystem;
/dports/audio/rezound/rezound-0.13.1beta/docs/code/
H A DFileManagement6 Next, a CSound object is constructed. Then ASoundTranslator object is obtained
10 Then a the ASoundPlayer object, given the CSound object, is asked for a
12 audio in the CSound object is played.
14 Finally, a CLoadedSound object is constructed from the CSound, CSoundPlayerChannel
26 A new sound or new recording is done in pretty much the same way except the CSound
H A DClipboardEditing6 There would be one single pool file for all working space. All CSound objects would use this one p…
20 …ment to at least speed cut/paste would be for the clipboard class to gain a reference to the CSound
29 // read data out of the CSound object and put onto the clipboard
30 copyFrom(CSound *, start, length)
31 // write data in to the CSound object from existing clipboard data
32 copyTo(CSound *, start, length, mixMethod)
H A DSoundFileFormats2 CSound is the class that represents a manipulatable set of audio data within ReZound. Its
6 CSound.
8 The CSound has a TPoolFile object which is used for the working space of all the audio and
13 CSound has a getAudio method which returns a TPoolFileAccessor that allows access to the data.
14 Changing the size of the audio pools is done through methods in the CSound class.
20 positions/names there are methods in the CSound class to add that information.
/dports/audio/rezound/rezound-0.13.1beta/src/backend/
H A DCNativeSoundClipboard.h37 …void copyFrom(const CSound *sound,const bool whichChannels[MAX_CHANNELS],sample_pos_t start,sample…
40 …void copyTo(CSound *sound,unsigned destChannel,unsigned srcChannel,sample_pos_t start,sample_pos_t…
53 CSound::PoolFile_t workingFile;
H A DCRecordSoundClipboard.h39 …void copyFrom(const CSound *sound,const bool whichChannels[MAX_CHANNELS],sample_pos_t start,sample…
43 …void copyTo(CSound *sound,unsigned destChannel,unsigned srcChannel,sample_pos_t start,sample_pos_t…
57 CSound *workingFile;
H A DCSound.h49 friend class CSound;
53 class CSound
59 CSound();
61CSound(const string &_filename,const unsigned _sampleRate,const unsigned _channelCount,const sampl…
62 virtual ~CSound();
533 const CSound *mSound;
536 CSoundLocker(const CSound *sound, bool lockForResize, bool trylock=false)
H A DCRecordSoundClipboard.cpp35 typedef TPoolAccesser<sample_t,CSound::PoolFile_t > CClipboardPoolAccesser;
52 void CRecordSoundClipboard::copyFrom(const CSound *sound,const bool whichChannels[MAX_CHANNELS],sam… in copyFrom()
109 …workingFile=new CSound(workingFilename,sampleRate,channelCount,1); // at least 1 sample is mandito… in prepareForCopyTo()
146 void CRecordSoundClipboard::copyTo(CSound *sound,unsigned destChannel,unsigned srcChannel,sample_po… in copyTo()
H A DCMIDISDSSoundTranslator.h42 bool onLoadSound(const string filename,CSound *sound) const;
43 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
H A DClameSoundTranslator.h44 bool onLoadSound(const string filename,CSound *sound) const;
45 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
H A DCvoxSoundTranslator.h44 bool onLoadSound(const string filename,CSound *sound) const;
45 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
H A DCFLACSoundTranslator.h44 bool onLoadSound(const string filename,CSound *sound) const;
45 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
H A DCold_rezSoundTranslator.h42 bool onLoadSound(const string filename,CSound *sound) const;
43 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
H A DClibvorbisSoundTranslator.h44 bool onLoadSound(const string filename,CSound *sound) const;
45 …bool onSaveSound(const string filename,const CSound *sound,const sample_pos_t saveStart,const samp…
/dports/devel/tokamak/tokamak_release/d3dapp/dxut/
H A DDXUTsound.cpp155 HRESULT CSoundManager::Create( CSound** ppSound, in Create()
277 HRESULT CSoundManager::CreateFromMemory( CSound** ppSound, in CreateFromMemory()
473 CSound::CSound( LPDIRECTSOUNDBUFFER* apDSBuffer, DWORD dwDSBufferSize, in CSound() function in CSound
501 CSound::~CSound() in ~CSound()
598 HRESULT CSound::RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, BOOL* pbWasRestored ) in RestoreBuffer()
642 LPDIRECTSOUNDBUFFER CSound::GetFreeBuffer() in GetFreeBuffer()
670 LPDIRECTSOUNDBUFFER CSound::GetBuffer( DWORD dwIndex ) in GetBuffer()
805 HRESULT CSound::Stop() in Stop()
823 HRESULT CSound::Reset() in Reset()
841 BOOL CSound::IsSoundPlaying() in IsSoundPlaying()
[all …]
/dports/audio/jamulus/jamulus-r3_8_1/android/
H A Dsound.h36 class CSound : public CSoundBase, public oboe::AudioStreamCallback
42 CSound ( void ( *fpNewProcessCallback ) ( CVector<short>& psData, void* arg ),
47 virtual ~CSound() {} in ~CSound()
/dports/games/spring/spring_98.0/rts/System/Sound/OpenAL/
H A DSound.h30 class CSound : public ISound
33 CSound();
34 virtual ~CSound();
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/titanic/sound/
H A Dsound.h61 class CSound {
79 CSound(CGameManager *owner, Audio::Mixer *mixer);
80 ~CSound();
/dports/games/scummvm/scummvm-2.5.1/engines/titanic/sound/
H A Dsound.h61 class CSound {
79 CSound(CGameManager *owner, Audio::Mixer *mixer);
80 ~CSound();
/dports/audio/jamulus/jamulus-r3_8_1/windows/
H A Dsound.h44 class CSound : public CSoundBase
49CSound ( void ( *fpNewCallback ) ( CVector<int16_t>& psData, void* arg ), void* arg, const QString…
51 virtual ~CSound() { UnloadCurrentDriver(); } in ~CSound()
/dports/audio/jamulus/jamulus-r3_8_1/src/
H A Dvstsound.h33 class CSound : public CSoundBase
36 CSound ( void ( *fpNewCallback ) ( CVector<int16_t>& psData, void* arg ), void* arg ) : in CSound() function
/dports/games/etracer/etr-0.8.1/src/
H A Daudio.h31 class CSound {
36 ~CSound();
106 extern CSound Sound;

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