本文整理汇总了C#中PlayState类的典型用法代码示例。如果您正苦于以下问题:C# PlayState类的具体用法?C# PlayState怎么用?C# PlayState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PlayState类属于命名空间,在下文中一共展示了PlayState类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: PlayFile
public void PlayFile(string path)
{
try
{
if (!File.Exists(path))
{
if (PlayFinishedEvent != null)
{
PlayFinishedEvent(this, EventArgs.Empty);
}
}
if (image != null)
image.Dispose();
image = new Bitmap(path);
state = PlayState.Running;
tickcount = 0;
Refresh();
}
catch (Exception exp)
{
if (PlayFinishedEvent != null)
{
PlayFinishedEvent(this, EventArgs.Empty);
}
}
}
开发者ID:siqiaochen,项目名称:ContentManager,代码行数:28,代码来源:UserControlImageSurface.cs
示例2: WaveSoundPlayer
public WaveSoundPlayer(WaveFile w, bool loop)
{
ac = new AudioContext ();
bufferlist = new List<int> (NUM_BUFFERS);
bufferlist.AddRange (AL.GenBuffers (NUM_BUFFERS));
source = AL.GenSource ();
this._PlayState = PlayState.NotLoaded;
wfile = w;
bufferlist.ForEach (x => {
byte[] buf = new byte[BUFFER_SIZE];
buf = wfile.DataBinary.ReadBytes(BUFFER_SIZE);
AL.BufferData(x,wfile.SoundFormat,buf,buf.Length,wfile.SampleRate);
});
AL.SourceQueueBuffers (source, NUM_BUFFERS, bufferlist.ToArray ());
if (loop)
AL.Source (source, ALSourceb.Looping, true);
System.Diagnostics.Debug.WriteLine (AL.GetSourceState(source).ToString());
this._PlayState = PlayState.Stopped;
}
开发者ID:Carrot031,项目名称:EasyOpenAL,代码行数:25,代码来源:WaveSoundPlayer.cs
示例3: OnPlayStateChanged
/// <summary>
/// Called when the playstate changes, except for the Error state (see OnError)
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time the playstate changed</param>
/// <param name="playState">The new playstate of the player</param>
/// <remarks>
/// Play State changes cannot be cancelled. They are raised even if the application
/// caused the state change itself, assuming the application has opted-in to the callback.
/// Notable playstate events:
/// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track.
/// (b) TrackReady: an audio track has been set and it is now ready for playack.
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
Debug.WriteLine("OnPlayStateChanged() playState " + playState);
switch (playState)
{
case PlayState.TrackEnded:
player.Track = GetPreviousTrack();
break;
case PlayState.TrackReady:
player.Play();
break;
case PlayState.Shutdown:
// TODO: Handle the shutdown state here (e.g. save state)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:henricj,项目名称:HttpClientBackgroundAudio,代码行数:49,代码来源:AudioPlayer.cs
示例4: VideoService
public VideoService(
Rectangle viewFinder,
MediaElement player
)
{
// Initial State
_State = PlayState.Paused;
_CanRecord = false;
_Record = new SwitchableCommand(OnRecord);
_Play = new SwitchableCommand(OnPlay);
_Stop = new SwitchableCommand(OnPause);
_ViewFinder = viewFinder;
_Player = player;
_Player.MediaEnded += MediaEnded;
_CaptureSource = new CaptureSource();
_CaptureSource.CaptureFailed += CaptureFailed;
_FileSink = new FileSink();
_Brush = new VideoBrush();
_HasRecording = new BehaviorSubject<bool>(false);
}
开发者ID:SNSB,项目名称:DiversityMobile,代码行数:26,代码来源:VideoService.cs
示例5: OnPlayStateChanged
/// <summary>
/// playstate 更改时调用,但 Error 状态除外(参见 OnError)
/// </summary>
/// <param name="player">BackgroundAudioPlayer</param>
/// <param name="track">在 playstate 更改时播放的曲目</param>
/// <param name="playState">播放机的新 playstate </param>
/// <remarks>
/// 无法取消播放状态更改。即使应用程序
/// 导致状态自行更改也会提出这些更改,假定应用程序已经选择了回调。
///
/// 值得注意的 playstate 事件:
/// (a) TrackEnded: 播放器没有当前曲目时激活。代理可设置下一曲目。
/// (b) TrackReady: 音轨已设置完毕,现在可以播放。
///
/// 只在代理请求完成之后调用一次 NotifyComplete(),包括异步回调。
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
//player.Track = GetPreviousTrack();
//player.Track = GetNextTrack();
PlayNextTrack(player);
break;
case PlayState.TrackReady:
player.Play();
break;
case PlayState.Shutdown:
// TODO: 在此处理关机状态(例如保存状态)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:vicalloy,项目名称:lb.ting,代码行数:51,代码来源:AudioPlayer.cs
示例6: OnPlayStateChanged
/// <summary>
/// Called when the playstate changes, except for the Error state (see OnError)
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time the playstate changed</param>
/// <param name="playState">The new playstate of the player</param>
/// <remarks>
/// Play State changes cannot be cancelled. They are raised even if the application
/// caused the state change itself, assuming the application has opted-in to the callback.
///
/// Notable playstate events:
/// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track.
/// (b) TrackReady: an audio track has been set and it is now ready for playack.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
player.Track = GetNextTrack();
break;
case PlayState.TrackReady:
player.Play();
break;
case PlayState.Shutdown:
// TODO: Handle the shutdown state here (e.g. save state)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
_playlistHelper.SetAllTracksToNotPlayingAndSave();
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:EchoDemon,项目名称:MediaBrowser.WindowsPhone,代码行数:50,代码来源:AudioPlayer.cs
示例7: Start
void Start()
{
CameraScript.LoadData();
State = PlayState.menu;
//LUCE A SECONDA DELLA PIATTAFORMA
if (Application.platform == RuntimePlatform.WP8Player
#if UNITY_IPHONE
|| iPhone.generation == iPhoneGeneration.iPodTouch4Gen || iPhone.generation == iPhoneGeneration.iPodTouch3Gen ||
iPhone.generation == iPhoneGeneration.iPodTouch2Gen || iPhone.generation == iPhoneGeneration.iPodTouch1Gen ||
iPhone.generation == iPhoneGeneration.iPhone3GS || iPhone.generation == iPhoneGeneration.iPhone4 ||
iPhone.generation == iPhoneGeneration.iPad2Gen || iPhone.generation == iPhoneGeneration.iPad1Gen
#endif
)
{
pglight.SetActive(false);
wplight.SetActive(true);
}
else
{
wplight.SetActive(true);
wplight.light.range=6f;
pglight.SetActive(true);
}
GameCredits = 0;
}
开发者ID:EmanueleGrassi,项目名称:Man-in-the-cave,代码行数:25,代码来源:PlayScript.cs
示例8: MovieScreen
public MovieScreen()
{
InitializeComponent();
movie_timer = new Timer();
movie_timer.Tick += new EventHandler(movie_timer_Tick);
play_state = PlayState.Close;
}
开发者ID:qiuwch,项目名称:MotionSeg,代码行数:8,代码来源:MovieScreen.cs
示例9: Run
public void Run()
{
// Start previewing video data
int hr = this.mediaControl.Run();
DsError.ThrowExceptionForHR(hr);
// Remember current state
this.currentState = PlayState.Running;
}
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:9,代码来源:VideoSource.cs
示例10: Initialize
public override void Initialize()
{
base.Initialize();
playState = PlayState.running;
spelObjektLista.Clear();
gubbe = game.Player1;
gubbe.Initialize(this);
spelObjektLista.Add(gubbe);
}
开发者ID:Jakob37,项目名称:JDGAME,代码行数:10,代码来源:LevelState.cs
示例11: OnPlayStateChanged
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackReady:
player.Play();
break;
}
NotifyComplete();
}
开发者ID:OlivierRiberi,项目名称:3NET-SimpleRadio,代码行数:10,代码来源:AudioPlayer.cs
示例12: LevelState
public LevelState(Game1 game, Sprite spriteSheet)
: base(game)
{
this.spriteSheet = spriteSheet;
font = game.Content.Load<SpriteFont>("vanligFont");
random1 = new Random();
Sprite tile = new Sprite(game.Content.Load<Texture2D>("Tiles/MudTile"));
backgroundSprite = new BackgroundSprite(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height, tile);
playState = PlayState.running;
}
开发者ID:Jakob37,项目名称:JDGAME,代码行数:12,代码来源:LevelState.cs
示例13: OnPlayStateChanged
/// <summary>
/// Called when the playstate changes, except for the Error state (see OnError)
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time the playstate changed</param>
/// <param name="playState">The new playstate of the player</param>
/// <remarks>
/// Play State changes cannot be cancelled. They are raised even if the application
/// caused the state change itself, assuming the application has opted-in to the callback.
///
/// Notable playstate events:
/// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track.
/// (b) TrackReady: an audio track has been set and it is now ready for playack.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
//player.Track = GetPreviousTrack();
player.Track = null;
break;
case PlayState.TrackReady:
player.Play();
connectedEvent.Set();
if (track != null && track.Tag != null)
{
var data = track.Tag.ToString().Split('$');
var url = data[data.Length - 1];
var title = data[1];
var type = data[2];
//#region from http://stackoverflow.com/questions/7159900/detect-application-launch-from-universal-volume-control
//MediaHistoryItem nowPlaying = new MediaHistoryItem();
//nowPlaying.Title = title;
//nowPlaying.PlayerContext.Add("station", title);
//MediaHistory.Instance.NowPlaying = nowPlaying;
//#endregion
}
break;
case PlayState.Shutdown:
// TODO: Handle the shutdown state here (e.g. save state)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:Amrykid,项目名称:Hanasu,代码行数:66,代码来源:AudioPlayer.cs
示例14: OnPlayStateChanged
/// <summary>
/// Called when the playstate changes, except for the Error state (see OnError)
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time the playstate changed</param>
/// <param name="playState">The new playstate of the player</param>
/// <remarks>
/// Play State changes cannot be cancelled. They are raised even if the application
/// caused the state change itself, assuming the application has opted-in to the callback.
///
/// Notable playstate events:
/// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track.
/// (b) TrackReady: an audio track has been set and it is now ready for playack.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackReady:
// Wiedergabe wurde in PlayTrack() bereits festgelegt
player.Play();
break;
case PlayState.TrackEnded:
PlayNextTrack(player);
break;
}
NotifyComplete();
}
开发者ID:GregOnNet,项目名称:WP8BookSamples,代码行数:31,代码来源:AudioPlayer.cs
示例15: Metronome
public Metronome()
{
mTempo = 100;
mBeatsPerBar = 4;
mMillisecondsBetweenBeats = 60000f / mTempo;
mStopAfter = 100;
mIncreaseAfter = 16;
mIncreaseBy = 10;
mIncreaseUpTo = 200;
mTickCounter = 0;
mPlayState = PlayState.Stopped;
mPlayTimer = TimeSpan.Zero;
mUpperTempoLimit = 500;
mSpeedTemplates = new List<SpeedTemplate>();
mRudiments = new List<Rudiment>();
}
开发者ID:flackbash,项目名称:Drumtronome,代码行数:16,代码来源:Metronome.cs
示例16: Play
public override bool Play(string strFile)
{
m_iVolume = 100;
m_bNotifyPlaying = true;
m_state = PlayState.Init;
m_strCurrentFile = strFile;
VideoRendererStatistics.VideoState = VideoRendererStatistics.State.VideoPresent;
Log.Info("AudioPlayerVMR7.play {0}", strFile);
lock (typeof (AudioPlayerVMR7))
{
CloseInterfaces();
if (!GetInterfaces())
{
m_strCurrentFile = "";
return false;
}
int hr = mediaEvt.SetNotifyWindow(GUIGraphicsContext.ActiveForm, WM_GRAPHNOTIFY, IntPtr.Zero);
if (hr < 0)
{
m_strCurrentFile = "";
CloseInterfaces();
return false;
}
GetFrameStepInterface();
_rotEntry = new DsROTEntry((IFilterGraph)graphBuilder);
hr = mediaCtrl.Run();
if (hr < 0)
{
m_strCurrentFile = "";
CloseInterfaces();
return false;
}
// mediaPos.put_CurrentPosition(4*60);
GUIMessage msg = new GUIMessage(GUIMessage.MessageType.GUI_MSG_PLAYBACK_STARTED, 0, 0, 0, 0, 0, null);
msg.Label = strFile;
GUIWindowManager.SendThreadMessage(msg);
}
m_state = PlayState.Playing;
return true;
}
开发者ID:arangas,项目名称:MediaPortal-1,代码行数:45,代码来源:AudioPlayerVMR.cs
示例17: OnPlayStateChanged
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
player.Close();
break;
case PlayState.TrackReady:
player.Volume = 1.0;
player.Play();
break;
case PlayState.Shutdown:
// TODO: Handle the shutdown state here (e.g. save state)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:juhariis,项目名称:Windows-Phone-Starter-Kit-for-Podcasts,代码行数:44,代码来源:AudioPlayer.cs
示例18: OnPlayStateChanged
/// <summary>
/// Called when the playstate changes, except for the Error state (see OnError)
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time the playstate changed</param>
/// <param name="playState">The new playstate of the player</param>
/// <remarks>
/// Play State changes cannot be cancelled. They are raised even if the application
/// caused the state change itself, assuming the application has opted-in to the callback.
///
/// Notable playstate events:
/// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track.
/// (b) TrackReady: an audio track has been set and it is now ready for playack.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
//player.Track = GetPreviousTrack();
if (currentTrack < playlist.Count - 1)
{
currentTrack += 1;
player.Track = playlist[currentTrack];
}
else
{
player.Track = null;
}
break;
case PlayState.TrackReady:
player.Play();
break;
case PlayState.Shutdown:
// TODO: Handle the shutdown state here (e.g. save state)
break;
case PlayState.Unknown:
break;
case PlayState.Stopped:
break;
case PlayState.Paused:
break;
case PlayState.Playing:
break;
case PlayState.BufferingStarted:
break;
case PlayState.BufferingStopped:
break;
case PlayState.Rewinding:
break;
case PlayState.FastForwarding:
break;
}
NotifyComplete();
}
开发者ID:dinesh2043,项目名称:Audiobook,代码行数:58,代码来源:AudioPlayer.cs
示例19: Update
// Update is called once per frame
void Update () {
if ( Input.GetButtonDown( "Menu" ) ) {
ToggleMainMenu();
}
if ( currentState == GameState.Playing ) {
gameTime += Time.deltaTime;
zombieTime += Time.deltaTime;
//spawn zombies
if ( zombieTime > zombieSpawnRate ) {
zombieTime = 0.0f;
//zombieSpawner.RandomSpawn();
}
// update playing state
switch ( currentPlayState ) {
case PlayState.Start:
if ( gameTime > requestTime ) {
player.radio.RadioRequest();
currentPlayState = PlayState.Request;
}
break;
case PlayState.Request:
if ( gameTime > inboundTime ) {
player.radio.RadioInbound();
currentPlayState = PlayState.Inbound;
}
break;
case PlayState.Inbound:
if ( gameTime > landedTime ) {
player.radio.RadioLanded();
currentPlayState = PlayState.Landed;
}
break;
case PlayState.Landed:
break;
}
}
}
开发者ID:dustinbrink,项目名称:unity,代码行数:42,代码来源:GameController.cs
示例20: CompareValue
public void CompareValue(int numberCounted)
{
gameState = PlayState.Validate;
if (numberCounted == HouseBehaviour.Instance.In)
{
ShowPanels.Instance.HideAll();
ShowPanels.Instance.ShowWin();
}
else
{
ShowPanels.Instance.HideAll();
ShowPanels.Instance.ShowLose();
solution.text = HouseBehaviour.Instance.In.ToString();
}
foreach (GameObject guests in CharacterGenerator.Instance.ListedGuest)
{
guests.tag = "Out";
guests.SetActive(true);
}
}
开发者ID:azerty53,项目名称:Count_Game,代码行数:23,代码来源:GameManager.cs
注:本文中的PlayState类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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