private void _DataPumpThread() { IEnumerator <IDataNode> dataEnumerator = Sequence.SequenceData.EffectData.GetEnumerator(); IsRunning = true; try { while (IsRunning && dataEnumerator.MoveNext()) { _effectNodeQueue.Add((IEffectNode)dataEnumerator.Current); } } finally { dataEnumerator.Dispose(); } }
private void _DataPumpThread() { IEnumerator <IDataNode> dataEnumerator = _effectNodeSource.GetEnumerator(); IsRunning = true; try { while (IsRunning && dataEnumerator.MoveNext()) { _effectNodeQueue.Add((IEffectNode)dataEnumerator.Current); dataLoadStarted = true; } } finally { dataEnumerator.Dispose(); } }
private void _DataPumpThread() { IsRunning = true; IEnumerator <IDataNode> dataEnumerator = Sequence.SequenceData.EffectData.GetEnumerator(); try { //while (IsRunning) { while (IsRunning && dataEnumerator.MoveNext()) { _effectNodeQueue.Add((IEffectNode)dataEnumerator.Current); } // Wait a bit before checking for more data. //*** Look up a better way than an arbitrary sleep. // Thread.Sleep(5); //} } finally { dataEnumerator.Dispose(); } }
private void _Add(EffectNode effectNode) { effectNode.StartTime += Sys.Execution.SystemTime.Position; _data.Add(effectNode); }
private void _AddToQueue(IEffectNode effectNode) { _effectNodeQueue.Add(effectNode); _LastBufferWritePoint = effectNode.StartTime; }