Searched refs:fLooping (Results 1 – 9 of 9) sorted by relevance
60 fLooping(false), in GameSoundBuffer()116 return fLooping; in IsLooping()123 fLooping = looping; in SetLooping()204 attributes[i].value = (fLooping) ? -1.0 : 0.0; in GetAttributes()236 fLooping = bool(attributes[i].value); in SetAttributes()360 fLooping = false; in Reset()519 if (fLooping) { in FillBuffer()
63 fLooping(looping), in BFileGameSound()81 fLooping(looping), in BFileGameSound()107 fLooping(looping), in BFileGameSound()403 if (fLooping) { in Load()
64 bool fLooping; variable
181 fStore->fLooping = loop; in EnableLooping()
74 fLooping = false; in BMidiStore()426 if (fLooping) { in Run()
96 bool fLooping; variable
135 bool fLooping; variable
115 fLooping(false), in RecorderWindow()630 fLooping = fLoopButton->ButtonState(); in MessageReceived()1249 if ((window->fPlayFrame < window->fPlayLimit) || window->fLooping) { in PlayFile()
126 bool fLooping; variable