public void PlayerFinishedPlaying(object sender, AVStatusEventArgs e) { _player.Stop(); finished = true; MessagingCenter.Send <CAudioPlayer, bool>(this, "finished_playback", finished); }
private void DidFinishPlaying(object sender, AVStatusEventArgs e) { if (OnPlaybackCompleted != null) { OnPlaybackCompleted.Invoke(sender, e); } }
private void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { Player.Stop(); Player.Dispose(); mStatus = PlayStatus.Completed; PlayMp3Completed(this, e); }
private void OnFinishedRecording(object sender, AVStatusEventArgs e) { recorder.Dispose(); recorder = null; Console.WriteLine($"Done Recording (status: {e.Status})"); }
private void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { OnFinishedPlaying?.Invoke(); if (_audioPlayer != null) { _audioPlayer.CurrentTime = 0; } }
void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { System.Diagnostics.Debug.WriteLine("Player completed"); var player = sender as AVAudioPlayer; mediaPlayerList.Remove(player); player = null; }
private void OnAudioPlayerFinishedPlaying(object sender, AVStatusEventArgs e) { if (!e.Status) { throw new AudioSystemInternalException("The music play back did not completed successfully."); } musicMediaEvents.Enqueue(new SoundMusicEventNotification(SoundMusicEvent.EndOfTrackReached, e)); }
void OnFinishedPlaying(object sender, AVStatusEventArgs args) { lock (sSync) { sAsyncEventDispatcher.Add(() => { mChannel.dispatchEvent(new Event(Event.SOUND_COMPLETE)); }); } // We can't dispose the sound within the callback as it breaks the app state (callback from another thread?) // This will aynway automatically be taken care of next time a sound is played, and this player will be recycled. }
private void player_FinishedPlaying(object sender, AVStatusEventArgs e) { Debug.WriteLine("Finished playing"); if (_player != null) { if (File.Exists(_tempAudioFile)) { File.Delete(_tempAudioFile); } } }
private void SoundOnFinishedPlaying(object sender, AVStatusEventArgs avStatusEventArgs) { var se = sender as AVAudioPlayer; if (se != _backgroundMusic) { _soundEffects.Remove(se); } //todo: This casues an error //se?.Dispose(); }
private void SpeechPlayer_FinishedPlaying(object sender, AVStatusEventArgs e) { if (speechPlayer != null) { Device.BeginInvokeOnMainThread(() => { speechPlayer.Stop(); speechPlayer.FinishedPlaying -= SpeechPlayer_FinishedPlaying; speechPlayer.Dispose(); speechPlayer = null; Debug.WriteLine("SPEECH_PLAY_DONE"); }); } ToPauseSessionState(); }
void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { if (currentAVAudioSessionCategory != null) { var audioSession = AVAudioSession.SharedInstance(); if (audioSession.SetCategory(currentAVAudioSessionCategory, out NSError err)) { currentAVAudioSessionCategory = null; //reset this if success, otherwise hang onto it to possibly try again } else { // we won't error out here as this likely won't prevent us from stopping properly... but we will log an issue Debug.WriteLine($"Error attempting to set the AVAudioSession category back to {currentAVAudioSessionCategory} :: {err}"); } // allow for additional audio session reset/config OnResetAudioSession?.Invoke(audioSession); } FinishedPlaying?.Invoke(this, EventArgs.Empty); }
public static void DidFinishPlaying(object sender, AVStatusEventArgs e) { if (e.Status) { // your code } }
private void AudioPlayer_FinishedPlaying(object sender, AVStatusEventArgs e) { audioPlayer.Play(); }
private void HandlePlayerFinishedPlaying(object sender, AVStatusEventArgs e) { this.Stop(); }
public static void DidFinishPlaying(object sender , AVStatusEventArgs e) { if (e.Status) { GC.Collect (); } }
private void PlayerDidFinishPlaying(object sender, AVStatusEventArgs e) { TimeSlider.Value = 0; }
/// <summary> /// Called when the AVAudioPlayer finishes playing. Stops the update timer, informs listeners and updates the isPlaying state. /// </summary> /// <param name="sender">The sender of the event.</param> /// <param name="args">The event parameters</param> private void OnAvAudioPlayerOnFinishedPlaying(object sender, AVStatusEventArgs args) { StopUpdateTimer(); AudioCompleted?.Invoke(); IsPlayingChanged?.Invoke(IsPlaying); }
private void OnAudioPlayerFinishedPlaying(object sender, AVStatusEventArgs e) { if(!e.Status) throw new AudioSystemInternalException("The music play back did not completed successfully."); musicMediaEvents.Enqueue(new SoundMusicEventNotification(SoundMusicEvent.EndOfTrackReached, e)); }
private void PlayerDidFinishPlaying(object sender, AVStatusEventArgs e) { player = null; }
void DidFinishPlaying(object sender, AVStatusEventArgs e) { if (e.Status) Console.WriteLine (e.Status); RaseFinishPlayingEvent(); }
private void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { FinishedPlaying?.Invoke(this, EventArgs.Empty); }
private void OnComplete(object sender, AVStatusEventArgs e) #endif { Stop(); }
private void OnMediaCompleted(object sender, AVStatusEventArgs e) { OnFinishedPlaying?.Invoke(); }
private void PlayCompletion(object sender, AVStatusEventArgs e) { _audioPlayer = null; OnPlaydStatusHandler(); }
private void OnPlaybackEnded(object sender, AVStatusEventArgs e) { PlaybackEnded?.Invoke(sender, e); }
private void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { OnFinishedPlaying?.Invoke(); }
private void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { //TODO: restart player so it keeps looping? // is there a better way? can we just set it to loop to begin with? OnFinishedPlaying?.Invoke(); }
void OnFinishedRecording (object sender, AVStatusEventArgs e) { recorder.Dispose (); recorder = null; Console.WriteLine ("Done Recording (status: {0})", e.Status); }
void Player_FinishedPlaying(object sender, AVStatusEventArgs e) { Ended.TrySetResult(true); Completed.Raise().RunInParallel(); }