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sound_calls.h

/* * DMA buffer calls */ int DMAbuf_open(int dev, int mode); int DMAbuf_release(int dev, int mode); int DMAbuf_read (int dev, snd_rw_buf *user_buf, int count); int DMAbuf_getwrbuffer(int dev

sound_config.h

/* sound_config.h * * A driver for Soundcards, misc configuration parameters. * * * Copyright by Hannu Savolainen 1993 * * Redistribution and use in source and binary forms, with or wit

sound_switch.c

/* * sound/sound_switch.c * * The system call switch * * Copyright by Hannu Savolainen 1993 * * Redistribution and use in source and binary forms, with or without * modification, ar

fad.sound.c

/** * libFAD - Flash Animation Decode library * Copyright (C) 2005-2006 VGSystem Technologies, Inc. * * libFAD is the legal property of its developers, whose names are too numerous * to list here

fad.sound.h

#ifndef __FAD_SOUND_H #define __FAD_SOUND_H #include "fad.types.h" typedef struct { fad_object_t base; u8_t attr; u32_t nsize; u8_t* data; } event_sound_t; s32_t event_sound_decode(fad_fram

core_sound.cpp

/************************************************** WinMain.cpp GameCore Component Programming Role-Playing Games with DirectX by Jim Adams (01 Jan 2002) ***************************************

core_sound.h

/************************************************** WinMain.cpp GameCore Component Programming Role-Playing Games with DirectX by Jim Adams (01 Jan 2002) ***************************************