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Searched refs:sound (Results 1 – 23 of 23) sorted by relevance

/NW4C-1.2.23/include/nw/snd/
Dsnd_SoundInstanceManager.h78 Sound* sound = new( ptr ) Sound( *this ); in Create() local
79 m_FreeList.PushBack( sound ); in Create()
127 Sound* sound = NULL; in Alloc() local
128 while( sound == NULL ) in Alloc()
132 sound = &m_FreeList.GetFront(); in Alloc()
158 sound->Initialize(); in Alloc()
159 sound->SetPriority( priority, ambientPriority ); in Alloc()
161 InsertPriorityList( sound, allocPriority ); in Alloc()
162 return sound; in Alloc()
176 void Free( Sound* sound ) in Free() argument
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Dsnd_PlayerHeap.h47 void AttachSound( BasicSound* sound );
48 void DetachSound( BasicSound* sound );
Dsnd_SoundArchivePlayer.h483 internal::SequenceSound* sound,
492 internal::StreamSound* sound,
500 internal::WaveSound* sound,
520 …void UpdateCommonSoundParam( internal::BasicSound* sound, const SoundArchive::SoundInfo* commonInf…
Dsnd_ExternalSoundPlayer.h60 bool AppendSound( internal::BasicSound* sound );
61 void RemoveSound( internal::BasicSound* sound );
Dsnd_SoundHandle.h622 void detail_AttachSound( internal::BasicSound* sound );
624 void detail_AttachSoundAsTempHandle( internal::BasicSound* sound );
Dsnd_Sound3DActor.h278 virtual void detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound );
Dsnd_BasicSound.h457 const internal::BasicSound* sound
468 const internal::BasicSound* sound
Dsnd_WaveSoundHandle.h623 void detail_AttachSoundAsTempHandle( internal::WaveSound* sound );
Dsnd_Sound3DManager.h457 const internal::BasicSound* sound
Dsnd_SequenceSoundHandle.h1038 void detail_AttachSoundAsTempHandle( internal::SequenceSound* sound );
/NW4C-1.2.23/sources/libraries/snd/
Dsnd_SoundHandle.cpp47 internal::BasicSound* sound = handle->detail_GetAttachedSound(); in detail_DuplicateHandle() local
49 if ( sound != NULL ) in detail_DuplicateHandle()
52 detail_AttachSoundAsTempHandle( sound ); in detail_DuplicateHandle()
65 void SoundHandle::detail_AttachSoundAsTempHandle( internal::BasicSound* sound ) in detail_AttachSoundAsTempHandle() argument
67 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle()
69 m_pSound = sound; in detail_AttachSoundAsTempHandle()
87 void SoundHandle::detail_AttachSound( internal::BasicSound* sound ) in detail_AttachSound() argument
89 NW_NULL_ASSERT( sound ); in detail_AttachSound()
91 m_pSound = sound; in detail_AttachSound()
Dsnd_ExternalSoundPlayer.cpp130 bool ExternalSoundPlayer::AppendSound( internal::BasicSound* sound ) in AppendSound() argument
132 NW_NULL_ASSERT( sound ); in AppendSound()
134 int allocPriority = sound->CalcCurrentPlayerPriority(); in AppendSound()
146 m_SoundList.PushBack( sound ); in AppendSound()
148 sound->AttachExternalSoundPlayer( this ); in AppendSound()
184 void ExternalSoundPlayer::RemoveSound( internal::BasicSound* sound ) in RemoveSound() argument
187 m_SoundList.Erase( sound ); in RemoveSound()
188 sound->DetachExternalSoundPlayer( this ); in RemoveSound()
227 internal::BasicSound* sound = NULL; in GetLowestPrioritySound() local
234 sound = &*itr; in GetLowestPrioritySound()
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Dsnd_SequenceSoundHandle.cpp42 internal::SequenceSound* sound = in SequenceSoundHandle() local
45 if ( sound != NULL ) in SequenceSoundHandle()
48 detail_AttachSoundAsTempHandle( sound ); in SequenceSoundHandle()
61 void SequenceSoundHandle::detail_AttachSoundAsTempHandle( internal::SequenceSound* sound ) in detail_AttachSoundAsTempHandle() argument
63 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle()
65 m_pSound = sound; in detail_AttachSoundAsTempHandle()
Dsnd_WaveSoundHandle.cpp32 internal::WaveSound* sound = in WaveSoundHandle() local
35 if ( sound != NULL ) in WaveSoundHandle()
38 detail_AttachSoundAsTempHandle( sound ); in WaveSoundHandle()
51 void WaveSoundHandle::detail_AttachSoundAsTempHandle( internal::WaveSound* sound ) in detail_AttachSoundAsTempHandle() argument
53 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle()
55 m_pSound = sound; in detail_AttachSoundAsTempHandle()
Dsnd_SoundArchivePlayer.cpp696 Sound* sound = manager->Alloc( priority, ambientPriority ); in AllocSound() local
697 if ( sound == NULL ) return NULL; in AllocSound()
700 sound->SetId( soundId ); in AllocSound()
705 sound->SetAmbientInfo( *ambientArgInfo ); in AllocSound()
708 return sound; in AllocSound()
852 internal::BasicSound* sound = NULL; in detail_SetupSoundImpl() local
878 sound = seqSound; in detail_SetupSoundImpl()
900 sound = strmSound; in detail_SetupSoundImpl()
922 sound = waveSound; in detail_SetupSoundImpl()
934 if ( ! player.detail_AppendSound( sound ) ) in detail_SetupSoundImpl()
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Dsnd_PlayerHeap.cpp166 void PlayerHeap::AttachSound( BasicSound* sound ) in AttachSound() argument
168 NW_NULL_ASSERT( sound ); in AttachSound()
171 m_pSound = sound; in AttachSound()
183 void PlayerHeap::DetachSound( BasicSound* sound ) in DetachSound() argument
185 NW_NULL_ASSERT( sound ); in DetachSound()
186 NW_ASSERT( sound == m_pSound ); in DetachSound()
187 (void)sound; in DetachSound()
Dsnd_StreamSoundHandle.cpp31 internal::StreamSound* sound = in StreamSoundHandle() local
34 if ( sound != NULL ) in StreamSoundHandle()
37 detail_AttachSoundAsTempHandle( sound ); in StreamSoundHandle()
Dsnd_SequenceSound.cpp215 SequenceSound* sound = static_cast<SequenceSound*>( userData ); in NotifyLoadAsyncEndSeqData() local
216 NW_NULL_ASSERT( sound ); in NotifyLoadAsyncEndSeqData()
218 sound->m_LoadingFlag = false; in NotifyLoadAsyncEndSeqData()
222 sound->Stop( 0 ); in NotifyLoadAsyncEndSeqData()
232 command->player = &(sound->m_SequenceSoundPlayerInstance); in NotifyLoadAsyncEndSeqData()
234 command->seqOffset = sound->m_SeqOffset; in NotifyLoadAsyncEndSeqData()
237 if ( sound->m_StartOffset > 0 ) { in NotifyLoadAsyncEndSeqData()
238 sound->Skip( sound->m_StartOffsetType, sound->m_StartOffset ); in NotifyLoadAsyncEndSeqData()
241 sound->m_PreparedFlag = true; in NotifyLoadAsyncEndSeqData()
Dsnd_Sound3DManager.cpp269 void Sound3DManager::detail_FreeAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_FreeAmbientArg() argument
271 (void)sound; in detail_FreeAmbientArg()
Dsnd_Sound3DActor.cpp241 void Sound3DActor::detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_UpdateAmbientArg() argument
243 (void)sound; in detail_UpdateAmbientArg()
/NW4C-1.2.23/tools/SoundPlayer/
DReadme.txt36 1. Start the tool while specifying a sound archive file for MakeSoundPlayer-TS.wsf (and the folder …
50 3. A list of sounds included in the specified sound archive is displayed in the upper screen, while…
56 …Folders that include the sound archive file and stream files specified by argument are copied into…
57 The sound archive file is renamed SoundPlayer.bcsar.
/NW4C-1.2.23/SampleData/Graphics/DccPlugin/Maya/Common/
Dworkspace.mel31 workspace -rt "audio" "sound";
/NW4C-1.2.23/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/
Dworkspace.mel14 workspace -fr "audio" "sound";