Beispiel #1
0
        private void AudioEndpointVolume_OnVolumeNotification(AudioVolumeNotificationData data)
        {
            _volume = data.MasterVolume.DeNormalizeVolume();
            _volumeResetEvent.Set();

            OnVolumeChanged(_volume);

            if (data.Muted != _isMuted)
            {
                _isMuted = data.Muted;
                _muteChangedResetEvent.Set();

                OnMuteChanged(_isMuted);
            }
        }
        public int OnNotify(IntPtr notifyData)
        {
            //Since AUDIO_VOLUME_NOTIFICATION_DATA is dynamic in length based on the
            //number of audio channels available we cannot just call PtrToStructure
            //to get all data, thats why it is split up into two steps, first the static
            //data is marshalled into the data structure, then with some IntPtr math the
            //remaining floats are read from memory.
            //
            var data =
                (AudioVolumeNotificationDataStruct)
                Marshal.PtrToStructure(notifyData, typeof(AudioVolumeNotificationDataStruct));

            //Determine offset in structure of the first float
            var offset = Marshal.OffsetOf(typeof(AudioVolumeNotificationDataStruct), "ChannelVolume");
            //Determine offset in memory of the first float
            var firstFloatPtr = (IntPtr)((long)notifyData + (long)offset);

            //Something weird happened, better to ignore it and move on
            if (data.nChannels > 100)
            {
                return(0);
            }

            var voldata = new float[data.nChannels];

            //Read all floats from memory.
            for (int i = 0; i < data.nChannels; i++)
            {
                voldata[i] = (float)Marshal.PtrToStructure(firstFloatPtr, typeof(float));
            }

            //Create combined structure and Fire Event in parent class.
            var notificationData = new AudioVolumeNotificationData(data.guidEventContext, data.bMuted,
                                                                   data.fMasterVolume, voldata);

            var p = _handler.Target as AudioEndpointVolume;

            if (_handler.IsAlive && p != null)
            {
                p.FireNotification(notificationData);
            }

            return(0);
        }
 internal void FireNotification(AudioVolumeNotificationData notificationData)
 {
     OnVolumeNotification?.Invoke(notificationData);
 }
Beispiel #4
0
 private void AudioEndpointVolume_OnVolumeNotification(AudioVolumeNotificationData data)
 {
     RaiseVolumeChanged();
 }
 internal void FireNotification(AudioVolumeNotificationData notificationData)
 {
     AudioEndpointVolumeNotificationDelegate del = OnVolumeNotification;
     if (del != null)
     {
         del(notificationData);
     }
 }
        private void AudioEndpointVolume_OnVolumeNotification(AudioVolumeNotificationData data)
        {
            RaiseVolumeChanged(Volume);

            //Fire the muted changed here too
            OnPropertyChanged("IsMuted");
        }
        public int OnNotify(IntPtr notifyData)
        {
            //Since AUDIO_VOLUME_NOTIFICATION_DATA is dynamic in length based on the
            //number of audio channels available we cannot just call PtrToStructure
            //to get all data, thats why it is split up into two steps, first the static
            //data is marshalled into the data structure, then with some IntPtr math the
            //remaining floats are read from memory.
            //
            var data =
                (AudioVolumeNotificationDataStruct)
                    Marshal.PtrToStructure(notifyData, typeof(AudioVolumeNotificationDataStruct));

            //Determine offset in structure of the first float
            var offset = Marshal.OffsetOf(typeof(AudioVolumeNotificationDataStruct), "ChannelVolume");
            //Determine offset in memory of the first float
            var firstFloatPtr = (IntPtr)((long)notifyData + (long)offset);

            //Something weird happened, better to ignore it and move on
            if (data.nChannels > 100)
                return 0;

            var voldata = new float[data.nChannels];

            //Read all floats from memory.
            for (int i = 0; i < data.nChannels; i++)
            {
                voldata[i] = (float)Marshal.PtrToStructure(firstFloatPtr, typeof(float));
            }

            //Create combined structure and Fire Event in parent class.
            var notificationData = new AudioVolumeNotificationData(data.guidEventContext, data.bMuted,
                data.fMasterVolume, voldata);

            var p = _handler.Target as AudioEndpointVolume;

            if (_handler.IsAlive && p != null)
                p.FireNotification(notificationData);

            return 0;
        }