| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_SoundInstanceManager.h | 80 Sound* sound = new( ptr ) Sound( *this ); in Create() local 81 m_FreeList.PushBack( sound ); in Create() 129 Sound* sound = NULL; in Alloc() local 130 while( sound == NULL ) in Alloc() 134 sound = &m_FreeList.GetFront(); in Alloc() 160 sound->Initialize(); in Alloc() 161 sound->SetPriority( priority, ambientPriority ); in Alloc() 163 InsertPriorityList( sound, allocPriority ); in Alloc() 164 return sound; in Alloc() 178 void Free( Sound* sound ) in Free() argument [all …]
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| D | snd_PlayerHeap.h | 49 void AttachSound( BasicSound* sound ); 50 void DetachSound( BasicSound* sound );
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| D | snd_SoundArchivePlayer.h | 519 internal::SequenceSound* sound, 528 internal::StreamSound* sound, 536 internal::WaveSound* sound, 557 internal::BasicSound* sound, const SoundArchive::SoundInfo* commonInfo );
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| D | snd_ExternalSoundPlayer.h | 62 bool AppendSound( internal::BasicSound* sound ); 63 void RemoveSound( internal::BasicSound* sound );
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| D | snd_SoundHandle.h | 642 void detail_AttachSound( internal::BasicSound* sound ); 644 void detail_AttachSoundAsTempHandle( internal::BasicSound* sound );
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| D | snd_Sound3DActor.h | 280 virtual void detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound );
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| D | snd_BasicSound.h | 480 const internal::BasicSound* sound 491 const internal::BasicSound* sound
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| D | snd_Sound3DManager.h | 460 const internal::BasicSound* sound
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| D | snd_WaveSoundHandle.h | 636 void detail_AttachSoundAsTempHandle( internal::WaveSound* sound );
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| D | snd_SequenceSoundHandle.h | 1054 void detail_AttachSoundAsTempHandle( internal::SequenceSound* sound );
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_SoundHandle.cpp | 49 internal::BasicSound* sound = handle->detail_GetAttachedSound(); in detail_DuplicateHandle() local 51 if ( sound != NULL ) in detail_DuplicateHandle() 54 detail_AttachSoundAsTempHandle( sound ); in detail_DuplicateHandle() 67 void SoundHandle::detail_AttachSoundAsTempHandle( internal::BasicSound* sound ) in detail_AttachSoundAsTempHandle() argument 69 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle() 71 m_pSound = sound; in detail_AttachSoundAsTempHandle() 89 void SoundHandle::detail_AttachSound( internal::BasicSound* sound ) in detail_AttachSound() argument 91 NW_NULL_ASSERT( sound ); in detail_AttachSound() 93 m_pSound = sound; in detail_AttachSound()
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| D | snd_ExternalSoundPlayer.cpp | 125 bool ExternalSoundPlayer::AppendSound( internal::BasicSound* sound ) in AppendSound() argument 127 NW_NULL_ASSERT( sound ); in AppendSound() 129 int allocPriority = sound->CalcCurrentPlayerPriority(); in AppendSound() 141 m_SoundList.PushBack( sound ); in AppendSound() 143 sound->AttachExternalSoundPlayer( this ); in AppendSound() 179 void ExternalSoundPlayer::RemoveSound( internal::BasicSound* sound ) in RemoveSound() argument 182 m_SoundList.Erase( sound ); in RemoveSound() 183 sound->DetachExternalSoundPlayer( this ); in RemoveSound() 231 internal::BasicSound* sound = NULL; in GetLowestPrioritySound() local 238 sound = &*itr; in GetLowestPrioritySound() [all …]
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| D | snd_WaveSoundHandle.cpp | 34 internal::WaveSound* sound = in WaveSoundHandle() local 37 if ( sound != NULL ) in WaveSoundHandle() 40 detail_AttachSoundAsTempHandle( sound ); in WaveSoundHandle() 53 void WaveSoundHandle::detail_AttachSoundAsTempHandle( internal::WaveSound* sound ) in detail_AttachSoundAsTempHandle() argument 55 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle() 57 m_pSound = sound; in detail_AttachSoundAsTempHandle()
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| D | snd_SequenceSoundHandle.cpp | 44 internal::SequenceSound* sound = in SequenceSoundHandle() local 47 if ( sound != NULL ) in SequenceSoundHandle() 50 detail_AttachSoundAsTempHandle( sound ); in SequenceSoundHandle() 63 void SequenceSoundHandle::detail_AttachSoundAsTempHandle( internal::SequenceSound* sound ) in detail_AttachSoundAsTempHandle() argument 65 NW_NULL_ASSERT( sound ); in detail_AttachSoundAsTempHandle() 67 m_pSound = sound; in detail_AttachSoundAsTempHandle()
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| D | snd_SoundArchivePlayer.cpp | 710 Sound* sound = manager->Alloc( priority, ambientPriority ); in AllocSound() local 711 if ( sound == NULL ) return NULL; in AllocSound() 714 sound->SetId( soundId ); in AllocSound() 719 sound->SetAmbientInfo( *ambientArgInfo ); in AllocSound() 722 return sound; in AllocSound() 866 internal::BasicSound* sound = NULL; in detail_SetupSoundImpl() local 892 sound = seqSound; in detail_SetupSoundImpl() 914 sound = strmSound; in detail_SetupSoundImpl() 936 sound = waveSound; in detail_SetupSoundImpl() 948 if ( ! player.detail_AppendSound( sound ) ) in detail_SetupSoundImpl() [all …]
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| D | snd_PlayerHeap.cpp | 174 void PlayerHeap::AttachSound( BasicSound* sound ) in AttachSound() argument 176 NW_NULL_ASSERT( sound ); in AttachSound() 179 m_pSound = sound; in AttachSound() 191 void PlayerHeap::DetachSound( BasicSound* sound ) in DetachSound() argument 193 NW_NULL_ASSERT( sound ); in DetachSound() 194 NW_ASSERT( sound == m_pSound ); in DetachSound() 195 (void)sound; in DetachSound()
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| D | snd_WaveSound.cpp | 236 WaveSound* sound = static_cast<WaveSound*>( userData ); in NotifyAsyncLoadFinishedFunc() local 238 sound->m_LoadingFlag = false; in NotifyAsyncLoadFinishedFunc() 242 sound->Stop( 0 ); in NotifyAsyncLoadFinishedFunc() 247 sound->Prepare( wsd->address, sound->m_StartInfo ); in NotifyAsyncLoadFinishedFunc() 250 sound->m_WaveSoundPlayerInstance.SetPlayerHeapDataManager( in NotifyAsyncLoadFinishedFunc() 251 &sound->m_DataManager ); in NotifyAsyncLoadFinishedFunc()
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| D | snd_StreamSoundHandle.cpp | 33 internal::StreamSound* sound = in StreamSoundHandle() local 36 if ( sound != NULL ) in StreamSoundHandle() 39 detail_AttachSoundAsTempHandle( sound ); in StreamSoundHandle()
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| D | snd_SequenceSound.cpp | 182 SequenceSound* sound = static_cast<SequenceSound*>( userData ); in NotifyAsyncLoadFinishedFunc() local 184 sound->m_LoadingFlag = false; in NotifyAsyncLoadFinishedFunc() 188 sound->Stop( 0 ); in NotifyAsyncLoadFinishedFunc() 195 sound->Prepare( seqBase, sound->m_StartInfo ); in NotifyAsyncLoadFinishedFunc() 198 sound->SetBankData( banks ); in NotifyAsyncLoadFinishedFunc() 201 sound->m_SequenceSoundPlayerInstance.SetPlayerHeapDataManager( in NotifyAsyncLoadFinishedFunc() 202 &sound->m_DataManager ); in NotifyAsyncLoadFinishedFunc()
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| D | snd_Sound3DManager.cpp | 271 void Sound3DManager::detail_FreeAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_FreeAmbientArg() argument 273 (void)sound; in detail_FreeAmbientArg()
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| D | snd_Sound3DActor.cpp | 243 void Sound3DActor::detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_UpdateAmbientArg() argument 245 (void)sound; in detail_UpdateAmbientArg()
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| /NW4C-2.0.3/tools/SoundPlayer/ |
| D | Readme.txt | 36 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.
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| /NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/Common/ |
| D | workspace.mel | 31 workspace -rt "audio" "sound";
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| /NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/ |
| D | workspace.mel | 14 workspace -fr "audio" "sound";
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