FillBuffer
virtual void FillBuffer(void* buffer, size_t byteCount);
virtual void FillBuffer(void* buffer, size_t byteCount);
virtual void FillBuffer(void* buffer, size_t byteCount);
status = FillBuffer(fSingleDirBlock, 0);
status = FillBuffer(fSingleDirBlock,
status = FillBuffer(fSingleDirBlock,
FillBuffer(fSingleDirBlock, rightOffset - targetMap->br_startoff,
FillBuffer(fSingleDirBlock,
FillBuffer(fSingleDirBlock,
status_t FillBuffer(char* blockBuffer,
status_t status = FillBuffer(LEAF, fLeafBuffer, 0);
status = FillBuffer(DATA, fDataBuffer, 0);
status = FillBuffer(DATA, fDataBuffer,
status = FillBuffer(DATA, fDataBuffer,
status = FillBuffer(LEAF, fLeafBuffer, 0);
status = FillBuffer(DATA, fDataBuffer,
status_t status = FillBuffer(DATA, fDataBuffer, 0);
status = FillBuffer(LEAF, fLeafBuffer, 0);
status_t FillBuffer(int type, char* buffer,
status = FillBuffer(DATA, fDataBuffer, 0);
status = FillBuffer(DATA, fDataBuffer,
status = FillBuffer(DATA, fDataBuffer,
status = FillBuffer(LEAF, fLeafBuffer, 0);
status = FillBuffer(LEAF, fLeafBuffer,
status = FillBuffer(DATA, fDataBuffer,
status_t FillBuffer(int type, char* buffer,
err = fSupplier->FillBuffer(playlistFrame,
virtual status_t FillBuffer(int64 startFrame, void* buffer,
virtual status_t FillBuffer(int64 startFrame, void* buffer,
rampDone = ::FillBuffer<uint8, 0, 128, UINT8_MAX>(
rampDone = ::FillBuffer<int16, INT16_MIN, 0, INT16_MAX>(
rampDone = ::FillBuffer<int32, INT32_MIN, 0, INT32_MAX>(
rampDone = ::FillBuffer<float, -1, 0, 1>(
FillBuffer(data, frames);
FillBuffer(data, frames);
object->FillBuffer(buffer, bytes);
virtual void FillBuffer(void * data, int64 frames);
virtual void FillBuffer(void * data, int64 frames) = 0;
virtual void FillBuffer(void * data, int64 frames);
BStreamingGameSound::FillBuffer(inBuffer, inByteCount);
FillBuffer();
FillBuffer();
FillBuffer();
FillBuffer();
virtual void FillBuffer() = 0;
virtual void FillBuffer();
virtual void FillBuffer();