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sound.h

/* * sound.h * * Sound class. * * Portable Windows Library * * Copyright (c) 1993-1998 Equivalence Pty. Ltd. * * The contents of this file are subject to the Mozilla Public License * Version

sound.h

/* * sound.h * * Sound interface class. * * Portable Windows Library * * Copyright (c) 1993-1998 Equivalence Pty. Ltd. * * The contents of this file are subject to the Mozilla Public License

sound.cxx

/* * sound.cxx * * Code for pluigns sound device * * Portable Windows Library * * Copyright (c) 2003 Post Increment * * The contents of this file are subject to the Mozilla Public License *

sound.h

/* * Minor numbers for the sound driver. */ #include #define SND_DEV_CTL 0 /* Control port /dev/mixer */ #define SND_DEV_SEQ 1 /* Sequencer output /dev/sequencer (FM synthesi

sound.c

/* * Advanced Linux Sound Architecture * Copyright (c) by Jaroslav Kysela * * * This program is free software; you can redistribute it and/or modify * it under the terms of

sound.txt

Information about PowerPC Sound support ===================================================================== Please mail me (Cort Dougan, cort@fsmlabs.com) if you have questions, comment

sound-faq

bttv and sound mini howto ========================= There are alot of different bt848/849/878/879 based boards available. Making video work often is not a big deal, because this is handled completel

sound.cpp

#include "..\..\lib\Fly3D.h" #include "gamelib.h" void dyn_sound::play() { if (instance!=-1) snd->buf[instance]->Play(0,0,loop?DSBPLAY_LOOPING:0); } dyn_sound::dyn_sound() { type=TYPE

sound.h

class dyn_sound : public bsp_object { public: sound *snd; int instance; vector *lockpos,*lockvel; int volume,loop; float mindist,maxdist; dyn_sound(); virtual ~dyn_sound(); i

sound.rc

// Microsoft Visual C++ generated resource script. // #include "resource.h" #define APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // /