public void Continue(float fadeInTime) { if (Sequencer != null) { Sequencer.Continue(fadeInTime); } }
public void Continue() { if (state == PlayState.Stopped) { return; } if (state == PlayState.Paused) { sequencer.Continue(fadeInTime); state = PlayState.Playing; } else if (state == PlayState.Suspended) { state = PlayState.Prepareing; } }