private void StartAudioStream()
        {
            isFinishedPlaying = false;
            isStopped         = false;
            isPaused          = false;

            audioEvent.OnTrackStart(PlayingTrack);

            byte[] buffer = new byte[164384];
            int    read;

            // Playing loop
            while (!isStopped)
            {
                // Event Loop
                while (!isPaused && !isStopped && !isFinishedPlaying)
                {
                    if (DiscordStream == null)
                    {
                        audioEvent.OnTrackError(PlayingTrack, new TrackErrorException("Error when playing audio track: Stream gone."));
                        isFinishedPlaying = true;
                        isStopped         = true;
                        Dispose();
                        PlayingTrack = null;
                        return;
                    }

                    read = PlayingTrack.SourceStream.Read(buffer, 0, buffer.Length);
                    if (read > 0)
                    {
                        // Write queued Buffers to DiscordStream.
                        if (isVolumeAdjusted)
                        {
                            DiscordStream.Write(AdjustVolume(buffer, Volume), 0, read);
                        }
                        else
                        {
                            DiscordStream.Write(buffer, 0, read);
                        }

                        //Thread.Sleep(10);
                    }
                    else
                    {
                        isFinishedPlaying = true;
                        isStopped         = true;
                    }
                }

                // Paused
                if (isPaused && !isStopped && !isFinishedPlaying)
                {
                    Task.Delay(2000);
                    continue;
                }
            }

            // If finished playing or stopped: OnTrackEnd
            DiscordStream.Flush();

            audioEvent.OnTrackEnd(PlayingTrack);
        }