示例#1
0
        private static void CheckSoundEffectInstanceState()
        {
            foreach (var state in States.ToList())
            {
                    if (state.Key != null && !state.Key.IsDisposed)
                    {
                        if (state.Value != state.Key.State)
                        {
                            var e = new SoundStateChangedEventArgs()
                            {
                                Instance = state.Key,
                                OldState = state.Value
                            };

                            States[state.Key] = state.Key.State;

                            if (SoundStateChanged != null)
                            {
                                SoundStateChanged(null, e);
                            }
                        }
                    }
            }
        }
示例#2
0
 void AudioManager_SoundStateChanged(object sender, SoundStateChangedEventArgs e)
 {
     lock (Sync)
     {
         //For some reason sometimes the playinginstance just says it's Null which is BS
         //and when it's null it will crash it, so we check it before we try to change it 
         //It's weird as the sound will still get updated to finished when it's done so the random null
         //is utter bullshit.
         if (PlayingInstance != null && !PlayingInstance.IsDisposed)
         {
             Application.Current.Dispatcher.BeginInvoke(
                 new Action(() => SoundState = PlayingInstance.State));
         }
     }
 }