Example #1
0
        /// <summary>
        /// Dispose
        /// </summary>
        public void Dispose()
        {
            //Protocol
            if (Protocol != null)
            {
                this.Protocol.DataComplete -= new WinSound.Protocol.DelegateDataComplete(OnProtocolDataComplete);
                this.Protocol = null;
            }

            //JitterBuffer
            if (JitterBuffer != null)
            {
                JitterBuffer.Stop();
                JitterBuffer.DataAvailable -= new WinSound.JitterBuffer.DelegateDataAvailable(OnJitterBufferDataAvailable);
                this.JitterBuffer           = null;
            }

            //Player
            if (Player != null)
            {
                Player.Close();
                this.Player = null;
            }

            //Nicht initialisiert
            IsInitialized = false;
        }
Example #2
0
        /// <summary>
        /// Init
        /// </summary>
        /// <param name="bitsPerSample"></param>
        /// <param name="channels"></param>
        public void Init(ServerThread st, string soundDeviceName, int samplesPerSecond, int bitsPerSample, int channels, int soundBufferCount, uint jitterBufferCount, uint jitterBufferMilliseconds)
        {
            //Werte übernehmen
            this.ServerThread             = st;
            this.SamplesPerSecond         = samplesPerSecond;
            this.BitsPerSample            = bitsPerSample;
            this.Channels                 = channels;
            this.SoundBufferCount         = soundBufferCount;
            this.JitterBufferCount        = jitterBufferCount;
            this.JitterBufferMilliseconds = jitterBufferMilliseconds;

            //Player
            this.Player = new WinSound.Player();
            this.Player.Open(soundDeviceName, samplesPerSecond, bitsPerSample, channels, soundBufferCount);

            //Wenn ein JitterBuffer verwendet werden soll
            if (jitterBufferCount >= 2)
            {
                //Neuen JitterBuffer erstellen
                this.JitterBuffer = new WinSound.JitterBuffer(this.Player, jitterBufferCount, jitterBufferMilliseconds);
                this.JitterBuffer.DataAvailable += new WinSound.JitterBuffer.DelegateDataAvailable(OnJitterBufferDataAvailable);
                this.JitterBuffer.Start();
            }

            //Protocol
            this.Protocol = new WinSound.Protocol(WinSound.ProtocolTypes.LH, Encoding.Default);
            this.Protocol.DataComplete += new WinSound.Protocol.DelegateDataComplete(OnProtocolDataComplete);


            //Initialisiert
            IsInitialized = true;
        }
Example #3
0
        /// <summary>
        /// Dispose
        /// </summary>
        public void Dispose()
        {
            //Protocol
            if (Protocol != null)
            {
                this.Protocol.DataComplete -= new WinSound.Protocol.DelegateDataComplete(OnProtocolDataComplete);
                this.Protocol = null;
            }

            //JitterBuffer
            if (JitterBuffer != null)
            {
                JitterBuffer.Stop();
                JitterBuffer.DataAvailable -= new WinSound.JitterBuffer.DelegateDataAvailable(OnJitterBufferDataAvailable);
                this.JitterBuffer = null;
            }

            //Player
            if (Player != null)
            {
                Player.Close();
                this.Player = null;
            }

            //Nicht initialisiert
            IsInitialized = false;
        }
Example #4
0
        /// <summary>
        /// Init
        /// </summary>
        /// <param name="bitsPerSample"></param>
        /// <param name="channels"></param>
        public void Init(ServerThread st, string soundDeviceName, int samplesPerSecond, int bitsPerSample, int channels, int soundBufferCount, uint jitterBufferCount, uint jitterBufferMilliseconds)
        {
            //Werte übernehmen
            this.ServerThread = st;
            this.SamplesPerSecond = samplesPerSecond;
            this.BitsPerSample = bitsPerSample;
            this.Channels = channels;
            this.SoundBufferCount = soundBufferCount;
            this.JitterBufferCount = jitterBufferCount;
            this.JitterBufferMilliseconds = jitterBufferMilliseconds;

            //Player
            this.Player = new WinSound.Player();
            this.Player.Open(soundDeviceName, samplesPerSecond, bitsPerSample, channels, soundBufferCount);

            //Wenn ein JitterBuffer verwendet werden soll
            if (jitterBufferCount >= 2)
            {
                //Neuen JitterBuffer erstellen
                this.JitterBuffer = new WinSound.JitterBuffer(this.Player, jitterBufferCount, jitterBufferMilliseconds);
                this.JitterBuffer.DataAvailable += new WinSound.JitterBuffer.DelegateDataAvailable(OnJitterBufferDataAvailable);
                this.JitterBuffer.Start();
            }

            //Protocol
            this.Protocol = new WinSound.Protocol(WinSound.ProtocolTypes.LH, Encoding.Default);
            this.Protocol.DataComplete += new WinSound.Protocol.DelegateDataComplete(OnProtocolDataComplete);

            //Initialisiert
            IsInitialized = true;
        }