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Searched refs:sound (Results 1 – 24 of 24) sorted by relevance

/NW4C-2.0.3/include/nw/snd/
Dsnd_SoundInstanceManager.h80 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
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Dsnd_PlayerHeap.h49 void AttachSound( BasicSound* sound );
50 void DetachSound( BasicSound* sound );
Dsnd_SoundArchivePlayer.h519 internal::SequenceSound* sound,
528 internal::StreamSound* sound,
536 internal::WaveSound* sound,
557 internal::BasicSound* sound, const SoundArchive::SoundInfo* commonInfo );
Dsnd_ExternalSoundPlayer.h62 bool AppendSound( internal::BasicSound* sound );
63 void RemoveSound( internal::BasicSound* sound );
Dsnd_SoundHandle.h642 void detail_AttachSound( internal::BasicSound* sound );
644 void detail_AttachSoundAsTempHandle( internal::BasicSound* sound );
Dsnd_Sound3DActor.h280 virtual void detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound );
Dsnd_BasicSound.h480 const internal::BasicSound* sound
491 const internal::BasicSound* sound
Dsnd_Sound3DManager.h460 const internal::BasicSound* sound
Dsnd_WaveSoundHandle.h636 void detail_AttachSoundAsTempHandle( internal::WaveSound* sound );
Dsnd_SequenceSoundHandle.h1054 void detail_AttachSoundAsTempHandle( internal::SequenceSound* sound );
/NW4C-2.0.3/sources/libraries/snd/
Dsnd_SoundHandle.cpp49 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()
Dsnd_ExternalSoundPlayer.cpp125 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()
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Dsnd_WaveSoundHandle.cpp34 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()
Dsnd_SequenceSoundHandle.cpp44 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()
Dsnd_SoundArchivePlayer.cpp710 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()
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Dsnd_PlayerHeap.cpp174 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()
Dsnd_WaveSound.cpp236 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()
Dsnd_StreamSoundHandle.cpp33 internal::StreamSound* sound = in StreamSoundHandle() local
36 if ( sound != NULL ) in StreamSoundHandle()
39 detail_AttachSoundAsTempHandle( sound ); in StreamSoundHandle()
Dsnd_SequenceSound.cpp182 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()
Dsnd_Sound3DManager.cpp271 void Sound3DManager::detail_FreeAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_FreeAmbientArg() argument
273 (void)sound; in detail_FreeAmbientArg()
Dsnd_Sound3DActor.cpp243 void Sound3DActor::detail_UpdateAmbientArg( void* arg, const internal::BasicSound* sound ) in detail_UpdateAmbientArg() argument
245 (void)sound; in detail_UpdateAmbientArg()
/NW4C-2.0.3/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-2.0.3/SampleData/Graphics/DccPlugin/Maya/Common/
Dworkspace.mel31 workspace -rt "audio" "sound";
/NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/
Dworkspace.mel14 workspace -fr "audio" "sound";