mirror of
https://github.com/claunia/cuetools.net.git
synced 2025-12-16 18:14:25 +00:00
Updated the build system, now using .NET Framework v4.0 for most things
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297
CUETools.Codecs.DirectSound/DirectSoundOut.cs
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297
CUETools.Codecs.DirectSound/DirectSoundOut.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Threading;
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using System.Windows.Forms;
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using Microsoft.DirectX;
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using Microsoft.DirectX.DirectSound;
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namespace CUETools.Codecs.DirectSound
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{
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public class DirectSoundOut : IWavePlayer
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{
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private Device dSound;
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private WaveFormat format;// = new WaveFormat();
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private BufferDescription description = new BufferDescription();
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private SecondaryBuffer secondaryBuffer;
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private Notify notify;
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private MemoryStream pcmStream;
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private int SecBufByteSize;
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private AudioEncoderSettings m_settings;
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PlaybackState playbackState = PlaybackState.Stopped;
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/// <summary>
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/// Playback Stopped
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/// </summary>
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public event EventHandler PlaybackStopped;
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AutoResetEvent
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SecBufNotifyAtBegin = new AutoResetEvent(false),
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SecBufNotifyAtOneThird = new AutoResetEvent(false),
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SecBufNotifyAtTwoThirds = new AutoResetEvent(false);
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WaitHandle[] SecBufWaitHandles;
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public DirectSoundOut(Control owner, AudioPCMConfig pcm, int delay)
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{
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this.m_settings = new AudioEncoderSettings(pcm);
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//buffer = new CyclicBuffer(44100*4/10);
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//output = new CycilcBufferOutputStream(buffer);
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//input = new CycilcBufferInputStream(buffer);
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dSound = new Device();
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dSound.SetCooperativeLevel(owner, CooperativeLevel.Priority);
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format.AverageBytesPerSecond = pcm.SampleRate * pcm.BlockAlign;
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format.BitsPerSample = (short)pcm.BitsPerSample;
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format.BlockAlign = (short)pcm.BlockAlign;
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format.Channels = (short)pcm.ChannelCount;
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format.SamplesPerSecond = pcm.SampleRate;
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format.FormatTag = WaveFormatTag.Pcm;
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SecBufByteSize = delay * pcm.SampleRate * pcm.BlockAlign / 1000;
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description.Format = format;
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description.BufferBytes = SecBufByteSize;
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description.CanGetCurrentPosition = true;
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description.ControlPositionNotify = true;
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//description.ControlVolume = true;
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description.GlobalFocus = true;
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secondaryBuffer = new SecondaryBuffer(description, dSound);
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//secondaryBuffer.Volume = 100;
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notify = new Notify(secondaryBuffer);
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BufferPositionNotify[] bufferPositions = new BufferPositionNotify[3];
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bufferPositions[0].Offset = 0;
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bufferPositions[0].EventNotifyHandle = SecBufNotifyAtBegin.Handle;
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bufferPositions[1].Offset = SecBufByteSize / 3;
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bufferPositions[1].EventNotifyHandle = SecBufNotifyAtOneThird.Handle;
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bufferPositions[2].Offset = 2 * SecBufByteSize / 3;
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bufferPositions[2].EventNotifyHandle = SecBufNotifyAtTwoThirds.Handle;
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notify.SetNotificationPositions(bufferPositions);
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pcmStream = new MemoryStream(SecBufByteSize);
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SecBufWaitHandles = new WaitHandle[] { SecBufNotifyAtBegin, SecBufNotifyAtOneThird, SecBufNotifyAtTwoThirds };
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//wavoutput = new WAVWriter("", output, pcm);
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}
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/// <summary>
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/// Volume
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/// </summary>
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public float Volume
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{
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get
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{
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return 1.0f;
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}
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set
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{
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if (value != 1.0f)
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{
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throw new NotImplementedException();
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}
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}
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}
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//int SecBufNextWritePosition = 0;
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//bool SecBufInitialLoad = false;
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bool playing = false;
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public void Write(AudioBuffer src)
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{
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//wavoutput.Write(src);
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pcmStream.SetLength(0);
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pcmStream.Write(src.Bytes, 0, src.ByteLength);
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pcmStream.Position = 0;
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//pcmStream.Position = 0;
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//while (true)
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//{
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// if (SecBufInitialLoad)
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// {
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// int count = Math.Min(src.ByteLength, SecBufByteSize - SecBufNextWritePosition);
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// if (count > 0)
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// {
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// secondaryBuffer.Write(SecBufNextWritePosition, pcmStream, count, LockFlag.None);
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// SecBufNextWritePosition += count;
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// pcmStream.Position += count;
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// }
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// if (SecBufByteSize == SecBufNextWritePosition)
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// {
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// // Finished filling the buffer
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// SecBufInitialLoad = false;
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// SecBufNextWritePosition = 0;
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// // So start the playback in its own thread
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// secondaryBuffer.Play(0, BufferPlayFlags.Looping);
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// // Yield rest of timeslice so playback can
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// // start right away.
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// Thread.Sleep(0);
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// }
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// else
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// {
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// continue; // Get more PCM data
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// }
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// }
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// Exhaust the current PCM data by writing the data into secondaryBuffer
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while (pcmStream.Position < pcmStream.Length)
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{
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int PlayPosition, WritePosition;
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secondaryBuffer.GetCurrentPosition(out PlayPosition, out WritePosition);
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int WriteCount = (int)Math.Min(
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(SecBufByteSize + PlayPosition - WritePosition) % SecBufByteSize,
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pcmStream.Length - pcmStream.Position);
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if (WriteCount > 0)
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{
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secondaryBuffer.Write(
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WritePosition,
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pcmStream,
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WriteCount,
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LockFlag.None);
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pcmStream.Position += WriteCount;
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if (!playing)
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{
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secondaryBuffer.Play(0, 0);
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playing = true;
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}
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}
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else
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{
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WaitHandle.WaitAny(SecBufWaitHandles, new TimeSpan(0, 0, 5), true);
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}
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}
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}
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/// <summary>
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/// Begin Playback
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/// </summary>
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public void Play()
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{
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switch (playbackState)
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{
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case PlaybackState.Playing:
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return;
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case PlaybackState.Paused:
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playbackState = PlaybackState.Playing;
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return;
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case PlaybackState.Stopped:
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playbackState = PlaybackState.Playing;
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//playThread = new Thread(new ThreadStart(PlayThread));
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//playThread.Priority = ThreadPriority.Highest;
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//playThread.IsBackground = true;
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//playThread.Name = "Pro Audio";
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//playThread.Start();
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return;
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}
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}
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/// <summary>
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/// Stop playback and flush buffers
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/// </summary>
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public void Stop()
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{
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if (playbackState != PlaybackState.Stopped)
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{
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playbackState = PlaybackState.Stopped;
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//if (frameEventWaitHandle != null)
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// frameEventWaitHandle.Set();
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//playThread.Join();
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//playThread = null;
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//ReleaseBuffer(readBuffers[0], false, 0);
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//ReleaseBuffer(readBuffers[1], false, 0);
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//active = null;
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//active_offset = 0;
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}
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}
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/// <summary>
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/// Stop playback without flushing buffers
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/// </summary>
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public void Pause()
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{
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if (playbackState == PlaybackState.Playing)
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{
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playbackState = PlaybackState.Paused;
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}
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//if (frameEventWaitHandle != null)
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// frameEventWaitHandle.Set();
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}
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/// <summary>
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/// Playback State
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/// </summary>
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public PlaybackState PlaybackState
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{
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get { return playbackState; }
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}
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public void Close()
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{
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if (secondaryBuffer != null)
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{
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secondaryBuffer.Dispose();
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secondaryBuffer = null;
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}
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if (dSound != null)
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{
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dSound.Dispose();
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dSound = null;
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}
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//wavoutput.Close();
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}
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public void Delete()
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{
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Close();
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}
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#region IAudioDest Members
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public long Position
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{
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get
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{
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return 0;
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}
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}
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public long FinalSampleCount
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{
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set { ; }
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}
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public object Settings
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{
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get
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{
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return m_settings;
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}
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}
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public string Path { get { return null; } }
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#endregion
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#region IDisposable Members
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/// <summary>
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/// Dispose
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/// </summary>
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public void Dispose()
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{
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//if (audioClient != null)
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{
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Stop();
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}
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}
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#endregion
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}
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}
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