本文整理汇总了C#中BackgroundAudioPlayer.Play方法的典型用法代码示例。如果您正苦于以下问题:C# BackgroundAudioPlayer.Play方法的具体用法?C# BackgroundAudioPlayer.Play怎么用?C# BackgroundAudioPlayer.Play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.Play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: 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:
player.Play();
break;
case PlayState.TrackEnded:
player.Position = TimeSpan.Zero;
player.Play();
break;
} NotifyComplete();
}
示例2: OnUserAction
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
switch (action)
{
case UserAction.Play:
if (PlayState.Playing != player.PlayerState)
{
player.Play();
}
break;
case UserAction.Stop:
player.Stop();
break;
case UserAction.Pause:
if (PlayState.Playing == player.PlayerState)
{
player.Pause();
}
break;
case UserAction.Rewind:
player.Position = player.Position.Subtract(new TimeSpan(0,0,10));
break;
case UserAction.FastForward:
player.Position = player.Position.Add(new TimeSpan(0,0,10));
break;
}
NotifyComplete();
}
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();
}
示例4: OnUserAction
protected override void OnUserAction(BackgroundAudioPlayer player, AudioTrack track, UserAction action, object param)
{
ShellTile mainTile = ShellTile.ActiveTiles.FirstOrDefault();
switch (action)
{
case UserAction.Play:
if (PlayState.Paused == player.PlayerState)
{
player.Play();
mainTile.Update(new StandardTileData
{
BackContent = "Play"
});
}
break;
case UserAction.Pause:
player.Pause();
mainTile.Update(new StandardTileData
{
BackContent = "Pause"
});
break;
}
NotifyComplete();
}
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();
}
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();
}
示例7: 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)
{
if (action == UserAction.Play)
player.Play();
else if (action == UserAction.Pause)
player.Pause();
NotifyComplete();
}
示例8: 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();
}
示例9: 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();
}
示例10: 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
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackEnded:
PlayNext(player);
break;
case PlayState.TrackReady:
player.Play();
break;
default:
break;
}
NotifyComplete();
}
示例11: PlayPreviousTrack
private void PlayPreviousTrack(BackgroundAudioPlayer player)
{
if (_playList.Count == 0)
{
loadPlaylist();
}
else if (--currentTrackNumber < 0)
{
currentTrackNumber = _playList.Count - 1;
StorageUtility.writeStringToFile(IsolatedStorageFile.GetUserStoreForApplication(),
"CurrentTrackNumber.txt",
currentTrackNumber.ToString(CultureInfo.InvariantCulture));
}
player.Track = _playList[currentTrackNumber];
player.Play();
}
示例12: 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();
}
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();
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();
}
示例14: PlayTrack
private void PlayTrack(BackgroundAudioPlayer player)
{
if (NetworkInterface.GetIsNetworkAvailable())
{
string numberString = StorageUtility.readStringFromFile(IsolatedStorageFile.GetUserStoreForApplication(),
"CurrentTrackNumber.txt");
if (numberString != null)
currentTrackNumber = Int16.Parse(numberString);
if (_playList.Count == 0)
{
loadPlaylist();
}
else
{
player.Track = _playList[currentTrackNumber];
player.Play();
}
}
}
示例15: 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
/// </remarks>
protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState)
{
switch (playState)
{
case PlayState.TrackReady:
// The track to play is set in the PlayTrack method.
player.Volume = 1;
player.Play();
break;
case PlayState.TrackEnded:
try
{
player.Stop();
}
catch (Exception e)
{
//Console.WriteLine(e);
}
break;
}
NotifyComplete();
}