private void HandleStateChange(PlayerEventStateChangeArgs args) { if (args.Current == PlayerState.Loaded && CurrentTrack != null) { MetadataService.Instance.Lookup(CurrentTrack); } else if (args.Current == PlayerState.Ready) { // Enable our preferred equalizer if it exists and was enabled last time. if (SupportsEqualizer) { EqualizerManager.Instance.Select(); } if (pending_playback_for_not_ready != null) { OpenCheck(pending_playback_for_not_ready, pending_playback_for_not_ready_play); pending_playback_for_not_ready = null; pending_playback_for_not_ready_play = false; } } DBusPlayerStateHandler dbus_handler = dbus_state_changed; if (dbus_handler != null) { dbus_handler(args.Current.ToString().ToLower()); } }
private void HandleStateChange(PlayerEventStateChangeArgs args) { if (args.Current == PlayerState.Loaded && CurrentTrack != null) { active_engine.Volume = (ushort)VolumeSchema.Get(); MetadataService.Instance.Lookup(CurrentTrack); } else if (args.Current == PlayerState.Ready) { // Enable our preferred equalizer if it exists and was enabled last time. if (SupportsEqualizer && EqualizerSetting.EnabledSchema.Get()) { string name = EqualizerSetting.PresetSchema.Get(); if (!String.IsNullOrEmpty(name)) { // Don't use EqualizerManager.Instance - used by the eq dialog window. EqualizerManager manager = new EqualizerManager(EqualizerManager.Instance.Path); manager.Load(); EqualizerSetting equalizer = null; foreach (EqualizerSetting eq in manager) { if (eq.Name == name) { equalizer = eq; break; } } if (equalizer != null) { Log.DebugFormat("Enabling equalizer preset: {0}", equalizer.Name); manager.Enable(equalizer); } } } if (pending_playback_for_not_ready != null) { OpenCheck(pending_playback_for_not_ready, pending_playback_for_not_ready_play); pending_playback_for_not_ready = null; pending_playback_for_not_ready_play = false; } } DBusPlayerStateHandler dbus_handler = dbus_state_changed; if (dbus_handler != null) { dbus_handler(args.Current.ToString().ToLower()); } }