private void PlayThread() { ResamplerDmoStream resamplerDmoStream = null; IWaveProvider playbackProvider = this.sourceProvider; Exception exception = null; try { if (this.dmoResamplerNeeded) { resamplerDmoStream = new ResamplerDmoStream(sourceProvider, outputFormat); playbackProvider = resamplerDmoStream; } // fill a whole buffer bufferFrameCount = audioClient.BufferSize; bytesPerFrame = outputFormat.Channels * outputFormat.BitsPerSample / 8; readBuffer = new byte[bufferFrameCount * bytesPerFrame]; FillBuffer(playbackProvider, bufferFrameCount); // Create WaitHandle for sync var waitHandles = new WaitHandle[] { frameEventWaitHandle }; audioClient.Start(); while (playbackState != PlaybackState.Stopped) { // If using Event Sync, Wait for notification from AudioClient or Sleep half latency int indexHandle = 0; if (isUsingEventSync) { indexHandle = WaitHandle.WaitAny(waitHandles, 3 * latencyMilliseconds, false); } else { Thread.Sleep(latencyMilliseconds / 2); } // If still playing and notification is ok if (playbackState == PlaybackState.Playing && indexHandle != WaitHandle.WaitTimeout) { // See how much buffer space is available. int numFramesPadding = 0; if (isUsingEventSync) { // In exclusive mode, always ask the max = bufferFrameCount = audioClient.BufferSize numFramesPadding = (shareMode == AudioClientShareMode.Shared) ? audioClient.CurrentPadding : 0; } else { numFramesPadding = audioClient.CurrentPadding; } int numFramesAvailable = bufferFrameCount - numFramesPadding; if (numFramesAvailable > 10) // see https://naudio.codeplex.com/workitem/16363 { FillBuffer(playbackProvider, numFramesAvailable); } } } Thread.Sleep(latencyMilliseconds / 2); audioClient.Stop(); if (playbackState == PlaybackState.Stopped) { audioClient.Reset(); } } catch (Exception e) { exception = e; } finally { if (resamplerDmoStream != null) { resamplerDmoStream.Dispose(); } RaisePlaybackStopped(exception); } }