private void UpdatePlaybackState(String error)
        {
            var position = PlaybackState.PlaybackPositionUnknown;

            if (_musicPlayer != null)
            {
                position = _musicPlayer.CurrentStreamPosition;
            }

            var stateBuilder = new PlaybackState.Builder()
                               .SetActions(GetAvailableActions());

            SetCustomAction(stateBuilder);

            if (error != null)
            {
                stateBuilder.SetErrorMessage(error);
                stateBuilder.SetState(PlaybackStateCode.Error, position, 1.0f, SystemClock.ElapsedRealtime());
            }
            else
            {
                stateBuilder.SetState(_musicPlayer.MusicPlayerState, position, 1.0f, SystemClock.ElapsedRealtime());
            }

            if (this.isIndexPlayable(_currentIndexQueue, _playingQueue))
            {
                var item = _playingQueue[_currentIndexQueue];
                stateBuilder.SetActiveQueueItemId(item.QueueId);
            }

            _session.SetPlaybackState(stateBuilder.Build());
        }
Beispiel #2
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        void UpdatePlaybackState(String error)
        {
            LogHelper.Debug(Tag, "updatePlaybackState, playback state=" + playback.State);
            var position = PlaybackState.PlaybackPositionUnknown;

            if (playback != null && playback.IsConnected)
            {
                position = playback.CurrentStreamPosition;
            }

            var stateBuilder = new PlaybackState.Builder()
                               .SetActions(GetAvailableActions());

            SetCustomAction(stateBuilder);
            var state = playback.State;

            // If there is an error message, send it to the playback state:
            if (error != null)
            {
                // Error states are really only supposed to be used for errors that cause playback to
                // stop unexpectedly and persist until the user takes action to fix it.
                stateBuilder.SetErrorMessage(error);
                state = PlaybackStateCode.Error;
            }
            stateBuilder.SetState(state, position, 1.0f, SystemClock.ElapsedRealtime());

            // Set the activeQueueItemId if the current index is valid.
            if (QueueHelper.isIndexPlayable(currentIndexOnQueue, playingQueue))
            {
                var item = playingQueue [currentIndexOnQueue];
                stateBuilder.SetActiveQueueItemId(item.QueueId);
            }

            session.SetPlaybackState(stateBuilder.Build());

            if (state == PlaybackStateCode.Playing || state == PlaybackStateCode.Paused)
            {
                mediaNotificationManager.StartNotification();
            }
        }
		void UpdatePlaybackState (String error)
		{
			LogHelper.Debug (Tag, "updatePlaybackState, playback state=" + playback.State);
			var position = PlaybackState.PlaybackPositionUnknown;
			if (playback != null && playback.IsConnected) {
				position = playback.CurrentStreamPosition;
			}

			var stateBuilder = new PlaybackState.Builder ()
				.SetActions (GetAvailableActions ());

			SetCustomAction (stateBuilder);
			PlaybackStateCode state = playback.State;

			// If there is an error message, send it to the playback state:
			if (error != null) {
				// Error states are really only supposed to be used for errors that cause playback to
				// stop unexpectedly and persist until the user takes action to fix it.
				stateBuilder.SetErrorMessage (error);
				state = PlaybackStateCode.Error;
			}
			stateBuilder.SetState (state, position, 1.0f, SystemClock.ElapsedRealtime ());

			// Set the activeQueueItemId if the current index is valid.
			if (QueueHelper.isIndexPlayable (currentIndexOnQueue, playingQueue)) {
				var item = playingQueue [currentIndexOnQueue];
				stateBuilder.SetActiveQueueItemId (item.QueueId);
			}

			session.SetPlaybackState (stateBuilder.Build ());

			if (state == PlaybackStateCode.Playing || state == PlaybackStateCode.Paused) {
				mediaNotificationManager.StartNotification ();
			}
		}