bool _ProcessPackets() { //check if we have packets if (!_Process()) { return(false); //no packets available } else { AudioPacket p; uint channelsCount = 2; lock (_dataMutex) { p = GetExistingPacket(); channelsCount = Grabber.GetChannels(); } //Broadcast the grabbed audio packets to the attached players foreach (var player in AttachedPlayers) { AudioSamples samples = new AudioSamples(); samples.channels = channelsCount; samples.startIndex = p.startIndex; samples.samples = p.data; player.AddAudioPacket(samples); } } return(true); }
bool _ProcessPackets() { //check if we have packets while (_Process()) { AudioSamples p; lock (_dataMutex) { p = GetExistingPacket(); p.channels = (int)Grabber.GetChannels(); } //Broadcast the grabbed audio packets to the attached players foreach (var player in AttachedPlayers) /* * AudioSamples samples = new AudioSamples (); * samples.channels = channelsCount; * samples.startIndex = p.startIndex; * samples.samples = p.data;*/ { player.AddAudioPacket(p); } } return(true); }