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Sound 的代码
goldpoint.h
//********************************************
//********************************************
#include
#include
#include "gamelib\ddutil.h"
#include "gamelib\gp_init.h"
goldpoint2.h
//********************************************
//********************************************
#include
#include
#include "..\gamelib\ddutil.h"
#include "..\gamelib\gp_ini
goldpoint.h
//********************************************
//********************************************
#include
#include
#include "gamelib\ddutil.h"
#include "gamelib\gp_init.h"
main.h
#ifndef MAIN_H_
#define MAIN_H_
// button press commands:
#define UNKNOWN_COMMAND -2
#define NO_COMMAND -1
#define TOGGLE_SOUND_LOOP 0
#define EXIT_PROG 1
#define TEST_AUDIO_INPUT
goldpoint2.h
//********************************************
//********************************************
#include
#include
#include "..\gamelib\ddutil.h"
#include "..\gamelib\gp_ini
goldpoint.h
//********************************************
//********************************************
#include
#include
#include "gamelib\ddutil.h"
#include "gamelib\gp_init.h"
add.h
/* this typedef goes here because it is needed by multiseq.c */
typedef struct add_susp_struct {
snd_susp_node susp;
boolean started;
int terminate_bits;
lo
coterm.alg
(COTERM-ALG
(NAME "coterm")
(ARGUMENTS ("sound_type" "s1") ("sound_type" "s2"))
(START (MAX s1 s2))
(INNER-LOOP "{sample_type dummy = s2; output = s1;}")
(LINEAR s1)
(TERMINATE (MIN s1 s2)
pwm.c
#include "deftype.h"
#include "config.h"
union valchg
{
U32 buf32;
U16 buf16[2];
U8 buf8[4];
}val;
unsigned int val_souceaddr;
unsign
goldpoint2.h
//********************************************
//********************************************
#include
#include
#include "..\gamelib\ddutil.h"
#include "..\gamelib\gp_ini