Exemple #1
0
		/// <summary>
		/// Callback function
		/// </summary>
		/// <param name="objptr"></param>
		/// <param name="user_data"></param>
		/// <param name="msg"></param>
		/// <param name="param1"></param>
		/// <param name="param2"></param>
		/// <returns></returns>
		/// <remarks></remarks>
		public int MyCallbackFunc(uint objptr, int user_data, TCallbackMessage msg, uint param1, uint param2)
		{


			switch (msg)
			{
				case TCallbackMessage.MsgEnterVolumeSlideAsync:
					SetText("EnterFadeAsync");

					break;
				case TCallbackMessage.MsgExitVolumeSlideAsync:
					SetText("ExitFadeAsync");
					FadeFinished = true;

					break;
				case TCallbackMessage.MsgStreamBufferDoneAsync:
					BufferCounter = BufferCounter + 1;
					SetText("StreamBufferDoneAsync: " + System.Convert.ToString(BufferCounter));
					// read more data and push into stream
					byte[] stream_data = null;
					int small_chunk = 100000;
					stream_data = br.ReadBytes(small_chunk);
					if (stream_data.Length > 0)
					{
						player.PushDataToStream(ref stream_data, System.Convert.ToUInt32(stream_data.Length));
					}
					else
					{
						byte[] tempMemNewData1 = null;
						player.PushDataToStream(ref tempMemNewData1, 0);
					}
					break;


                case TCallbackMessage.MsgNextSongAsync:
                    {
                        SetText("MsgNextSongAsync: " + System.Convert.ToString(param1));
                        NextSong = true;

                    }
                    break;
			}

			return 0;
		}
Exemple #2
0
        /// <summary>
        /// Gets called on average every 500ms. This is a console application, so no SynchronizationContext
        /// available. This means this function is called on theNetConnection thread
        /// watch out for that.!
        /// </summary>
        private void NC_OnTick(object sender)
        {
            // feed zplay with data received from netstream
            // Minimum buffer voordat we starten met afspelen
            TStreamStatus status = new TStreamStatus();

            zPlay.GetStatus(ref status);

            // Not playing and buffer has enough data to examine mp3 to start playing
            if (!status.fPlay && zPlayBuffer.UsedBytes >= 8192)
            {
                byte[] tmpBuffer = new byte[8192];
                zPlayBuffer.Read(tmpBuffer, 8192);

                if (!(zPlay.OpenStream(true, true, ref tmpBuffer, 8192, TStreamFormat.sfMp3)))
                {
                    // Got an error with libzplay
                    Console.WriteLine(zPlay.GetError());
                    return;
                }
                // Start playing audio
                zPlay.StartPlayback();
            }
            else if (status.fPlay && zPlayBuffer.UsedBytes > 0)
            {
                int    bufRead   = Convert.ToInt32(zPlayBuffer.UsedBytes);
                byte[] tmpBuffer = new byte[bufRead];
                zPlayBuffer.Read(tmpBuffer, bufRead);

                // Push data into libzplay so it can continue playing audio
                if (!zPlay.PushDataToStream(ref tmpBuffer, Convert.ToUInt32(bufRead)))
                {
                    // Got an error with libzplay
                    Console.WriteLine(zPlay.GetError());
                    return;
                }
            }
        }