本文整理汇总了C#中BackgroundAudioPlayer.FastForward方法的典型用法代码示例。如果您正苦于以下问题:C# BackgroundAudioPlayer.FastForward方法的具体用法?C# BackgroundAudioPlayer.FastForward怎么用?C# BackgroundAudioPlayer.FastForward使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BackgroundAudioPlayer
的用法示例。
在下文中一共展示了BackgroundAudioPlayer.FastForward方法的15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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">
/// The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track
/// </param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
Debug.WriteLine("OnUserAction() action " + action);
switch (action)
{
case UserAction.Play:
var task = Task.Run((Func<Task>)RunDownload);
if (player.PlayerState != PlayState.Playing)
player.Play();
task.ContinueWith(t => NotifyComplete());
return;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
var previousTrack = GetPreviousTrack();
if (previousTrack != null)
player.Track = previousTrack;
break;
}
NotifyComplete();
}
示例2: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
var audioInfo = (from audio in db.AudioPlaylist
select audio).FirstOrDefault();
string audioUrl = audioInfo.AudioUrl;
string audioTitle = audioInfo.AudioTitle;
string audioArtist = audioInfo.AudioArtist;
string audioId = audioInfo.Aid;
player.Track = new AudioTrack(new Uri(audioUrl), audioTitle, audioArtist, null, null, audioId, EnabledPlayerControls.All);
if (player.PlayerState != PlayState.Playing)
{
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
AudioTrack previousTrack = GetPreviousTrack();
if (previousTrack != null)
{
player.Track = previousTrack;
}
break;
}
NotifyComplete();
}
示例3: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
if (player != null && player.PlayerState != PlayState.Playing)
{
player.Volume = 1;
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
SetNextTrack(player);
break;
case UserAction.SkipPrevious:
SetPreviousTrack(player);
break;
}
NotifyComplete();
}
示例4: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
PlayTrack(player);
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
// case UserAction.SkipNext:
// PlayNextTrack(player);
// break;
//case UserAction.SkipPrevious:
// PlayPreviousTrack(player);
//break;
}
NotifyComplete();
}
示例5: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
//if (player.PlayerState != PlayState.Playing)
//{
// to get audio track
//player.Track = this.audioTrack;
//player.Play();
//}
if (player.Track == null)
{
currentTrack = 0;
player.Track = playlist[currentTrack];
}
else
{
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
//player.Track = GetNextTrack();
if (currentTrack < playlist.Count - 1)
{
currentTrack += 1;
player.Track = playlist[currentTrack];
}
else
{
player.Track = null;
}
break;
case UserAction.SkipPrevious:
//AudioTrack previousTrack = GetPreviousTrack();
//if (previousTrack != null)
//{
//player.Track = previousTrack;
//}
break;
}
NotifyComplete();
}
示例6: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
if (PlayState.Playing != player.PlayerState)
{
player.Track = _playList[currentTrackNumber];
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
if (PlayState.Playing == player.PlayerState)
{
player.Pause();
}
break;
case UserAction.FastForward:
// Fast Forward only works with non-MSS clients.
// If the Source is null, we are streaming an MSS.
if (track.Source != null)
{
player.FastForward();
}
break;
case UserAction.Rewind:
// Rewind only works with non-MSS clients.
// If the Source is null, we are streaming an MSS.
if (track.Source != null)
{
player.Rewind();
}
break;
case UserAction.Seek:
// Seek only works with non-MSS clients.
// If the Source is null, we are streaming an MSS.
if (track.Source != null)
{
player.Position = (TimeSpan)param;
}
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
player.Track = GetPreviousTrack();
break;
}
NotifyComplete();
}
示例7: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected async override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
if (player.PlayerState != PlayState.Playing)
{
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
{
AudioTrack newTrack = await GetNextStation(player.Track.Artist);
if (track != null)
player.Track = newTrack;
break;
}
case UserAction.SkipPrevious:
{
AudioTrack newTrack = await GetPreviousStation(player.Track.Artist);
if (track != null)
player.Track = newTrack;
break;
}
}
NotifyComplete();
}
示例8: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
this.Log("OnUserAction called, action: " + action);
switch (action)
{
case UserAction.Play:
if (player.PlayerState != PlayState.Playing)
{
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
AudioTrack previousTrack = GetPreviousTrack();
if (previousTrack != null)
{
player.Track = previousTrack;
}
break;
}
NotifyComplete();
}
示例9: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
System.Diagnostics.Debug.WriteLine("AGENT RECEIVED USER ACTION: " + action.ToString());
switch (action)
{
case UserAction.Play:
PlayTrack(player);
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
AudioTrack previousTrack = GetPreviousTrack();
if (previousTrack != null)
{
player.Track = previousTrack;
}
break;
}
NotifyComplete();
}
示例10: OnUserAction
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
PlayTrack(player);
break;
case UserAction.Pause:
try
{
if (player.CanPause)
{
player.Pause();
}
}
catch (UnauthorizedAccessException ex)
{
// what the fuck??
}
break;
case UserAction.SkipPrevious:
PlayPreviousTrack(player);
break;
case UserAction.SkipNext:
PlayNextTrack(player);
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
}
NotifyComplete();
}
示例11: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">
/// The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track
/// </param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
Debug.WriteLine("AudioPlayer.OnUserAction() track.Source {0} track.Tag {1} action {2}",
null == track ? "<no track>" : null == track.Source ? "<none>" : track.Source.ToString(),
null == track ? "<no track>" : track.Tag ?? "<none>", action);
try
{
switch (action)
{
case UserAction.Play:
UpdateTrack(player);
if (PlayState.Playing != player.PlayerState && null != player.Track)
player.Play();
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
if (PlayState.Playing == player.PlayerState)
player.Pause();
break;
case UserAction.FastForward:
if (null != track && null != track.Source)
player.FastForward();
break;
case UserAction.Rewind:
if (null != track && null != track.Source)
player.Rewind();
break;
case UserAction.Seek:
if (null != track)
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
if (PlayState.Playing != player.PlayerState && null != player.Track)
player.Play();
break;
case UserAction.SkipPrevious:
var previousTrack = GetPreviousTrack();
if (previousTrack != null)
player.Track = previousTrack;
if (PlayState.Playing != player.PlayerState && null != player.Track)
player.Play();
break;
}
}
catch (Exception ex)
{
Debug.WriteLine("AudioPlayer.OnUserAction() failed: " + ex.ExtendedMessage());
// Is there anything we can do about this?
try
{
player.Close();
}
catch (Exception ex2)
{
Debug.WriteLine("AudioPlayer.OnUserAction() close failed: " + ex2.ExtendedMessage());
}
}
finally
{
NotifyComplete();
}
}
示例12: OnUserAction
/// <summary>
/// Called when the user requests an action using system-provided UI and the application has requesed
/// notifications of the action
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.Play:
if (player.PlayerState == PlayState.Paused)
{
player.Play();
}
else
{
Play(player);
}
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
PlayNext(player);
break;
case UserAction.SkipPrevious:
PlayPrev(player);
break;
case UserAction.Stop:
player.Stop();
break;
default:
break;
}
NotifyComplete();
}
示例13: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
PlayTrack(player);
break;
case UserAction.Stop:
PlayTrack(player);
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
AudioTrack previousTrack = GetPreviousTrack();
if (previousTrack != null)
{
player.Track = previousTrack;
}
break;
}
NotifyComplete();
}
示例14: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override async void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
await ConfigureThePlayer();
switch (action)
{
case UserAction.Play:
if (player.PlayerState != PlayState.Playing)
{
_logger.Info("OnUserAction.Play");
player.Play();
}
break;
case UserAction.Stop:
_logger.Info("OnUserAction.Stop");
player.Stop();
break;
case UserAction.Pause:
_logger.Info("OnUserAction.Pause");
player.Pause();
break;
case UserAction.FastForward:
_logger.Info("OnUserAction.FastForward");
player.FastForward();
break;
case UserAction.Rewind:
_logger.Info("OnUserAction.Rewind");
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
_logger.Info("OnUserAction.SkipNext");
var nextTrack = await GetNextTrack();
if (nextTrack != null)
{
player.Track = nextTrack;
}
await InformOfPlayingTrack();
break;
case UserAction.SkipPrevious:
_logger.Info("OnUserAction.SkipPrevious");
var previousTrack = await GetPreviousTrack();
if (previousTrack != null)
{
player.Track = previousTrack;
}
await InformOfPlayingTrack();
break;
}
NotifyComplete();
}
示例15: OnUserAction
/// <summary>
/// Called when the user requests an action using application/system provided UI
/// </summary>
/// <param name="player">The BackgroundAudioPlayer</param>
/// <param name="track">The track playing at the time of the user action</param>
/// <param name="action">The action the user has requested</param>
/// <param name="param">The data associated with the requested action.
/// In the current version this parameter is only for use with the Seek action,
/// to indicate the requested position of an audio track</param>
/// <remarks>
/// User actions do not automatically make any changes in system state; the agent is responsible
/// for carrying out the user actions if they are supported.
///
/// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks.
/// </remarks>
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
if (player.PlayerState == PlayState.Paused)
PopulatePlaylist(false);
else
PopulatePlaylist(true);
if (currentPlaylist != null && currentPlaylist.Count > 0)
{
player.Track = currentPlaylist[currentTrackNumber];
}
break;
case UserAction.Stop:
currentPlaylist = null;
currentTrackNumber = 0;
player.Stop();
break;
case UserAction.Pause:
player.Pause();
break;
case UserAction.FastForward:
player.FastForward();
break;
case UserAction.Rewind:
player.Rewind();
break;
case UserAction.Seek:
player.Position = (TimeSpan)param;
break;
case UserAction.SkipNext:
if (currentPlaylist != null && currentPlaylist.Count > 0)
player.Track = GetNextTrack();
break;
case UserAction.SkipPrevious:
if (currentPlaylist != null && currentPlaylist.Count > 0)
player.Track = GetPreviousTrack();
break;
}
NotifyComplete();
}