Symbol: fSounds
src/kits/game/GameSoundDevice.cpp
112
return fSounds[sound - 1]->Format();
src/kits/game/GameSoundDevice.cpp
137
fSounds[position] = new SimpleSoundBuffer(format, data, frames);
src/kits/game/GameSoundDevice.cpp
141
err = fSounds[position]->Connect(&systemMixer);
src/kits/game/GameSoundDevice.cpp
165
fSounds[position] = new StreamingSoundBuffer(format, object,
src/kits/game/GameSoundDevice.cpp
170
err = fSounds[position]->Connect(&systemMixer);
src/kits/game/GameSoundDevice.cpp
185
if (fSounds[sound - 1]) {
src/kits/game/GameSoundDevice.cpp
188
fSounds[sound - 1]->StopPlaying();
src/kits/game/GameSoundDevice.cpp
190
delete fSounds[sound - 1];
src/kits/game/GameSoundDevice.cpp
191
fSounds[sound - 1] = NULL;
src/kits/game/GameSoundDevice.cpp
202
memcpy(format, &fSounds[sound - 1]->Format(), sizeof(gs_audio_format));
src/kits/game/GameSoundDevice.cpp
203
if (fSounds[sound - 1]->Data()) {
src/kits/game/GameSoundDevice.cpp
205
memcpy(data, fSounds[sound - 1]->Data(), format->buffer_size);
src/kits/game/GameSoundDevice.cpp
219
if (!fSounds[sound - 1]->IsPlaying()) {
src/kits/game/GameSoundDevice.cpp
221
return fSounds[sound - 1]->StartPlaying();
src/kits/game/GameSoundDevice.cpp
224
fSounds[sound - 1]->Reset();
src/kits/game/GameSoundDevice.cpp
235
if (fSounds[sound - 1]->IsPlaying()) {
src/kits/game/GameSoundDevice.cpp
237
fSounds[sound - 1]->Reset();
src/kits/game/GameSoundDevice.cpp
238
return fSounds[sound - 1]->StopPlaying();
src/kits/game/GameSoundDevice.cpp
250
return fSounds[sound - 1]->IsPlaying();
src/kits/game/GameSoundDevice.cpp
258
if (!fSounds[sound - 1])
src/kits/game/GameSoundDevice.cpp
261
return fSounds[sound - 1]->GetAttributes(attributes, attributeCount);
src/kits/game/GameSoundDevice.cpp
269
if (!fSounds[sound - 1])
src/kits/game/GameSoundDevice.cpp
272
return fSounds[sound - 1]->SetAttributes(attributes, attributeCount);
src/kits/game/GameSoundDevice.cpp
280
if (!fSounds[i])
src/kits/game/GameSoundDevice.cpp
286
sounds[i] = fSounds[i];
src/kits/game/GameSoundDevice.cpp
292
delete [] fSounds;
src/kits/game/GameSoundDevice.cpp
293
fSounds = sounds;
src/kits/game/GameSoundDevice.cpp
76
fSounds = new GameSoundBuffer*[kInitSoundCount];
src/kits/game/GameSoundDevice.cpp
78
fSounds[i] = NULL;
src/kits/game/GameSoundDevice.cpp
86
if (fSounds[i])
src/kits/game/GameSoundDevice.cpp
87
fSounds[i]->StopPlaying();
src/kits/game/GameSoundDevice.cpp
88
delete fSounds[i];
src/kits/game/GameSoundDevice.cpp
91
delete[] fSounds;
src/kits/game/GameSoundDevice.h
69
GameSoundBuffer ** fSounds;
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
102
const int n = fSounds.CountItems();
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
104
SSound* s = fSounds.ItemAt(i);
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
116
fSounds.AddItem(s);
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
180
for (int i = 0; i < fSounds.CountItems(); i ++) {
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
181
SSound* sound = fSounds.ItemAt(i);
src/tests/kits/midi/synth_file_reader/SynthFile.cpp
95
fSounds.SortItems(bySoundId);
src/tests/kits/midi/synth_file_reader/SynthFile.h
104
BObjectList<SSoundInRange>* Sounds() { return &fSounds; }
src/tests/kits/midi/synth_file_reader/SynthFile.h
112
BObjectList<SSound> fSounds;
src/tests/kits/midi/synth_file_reader/SynthFile.h
88
BObjectList<SSoundInRange> fSounds;