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LoopStream.cs
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76 lines (66 loc) · 2.44 KB
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using NAudio.Wave;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RoleplayingMediaCore {
public class LoopStream : WaveStream {
WaveStream sourceStream;
private bool _LoopEarly;
/// <summary>
/// Creates a new Loop stream
/// </summary>
/// <param name="sourceStream">The stream to read from. Note: the Read method of this stream should return 0 when it reaches the end
/// or else we will not loop to the start again.</param>
public LoopStream(WaveStream sourceStream) {
this.sourceStream = sourceStream;
this.EnableLooping = true;
}
/// <summary>
/// Use this to turn looping on or off
/// </summary>
public bool EnableLooping { get; set; }
MediaObject _parent;
/// <summary>
/// Return source stream's wave format
/// </summary>
public override WaveFormat WaveFormat {
get { return sourceStream.WaveFormat; }
}
/// <summary>
/// LoopStream simply returns
/// </summary>
public override long Length {
get { return sourceStream.Length; }
}
/// <summary>
/// LoopStream simply passes on positioning to source stream
/// </summary>
public override long Position {
get { return sourceStream.Position; }
set { sourceStream.Position = value; }
}
public MediaObject Parent { get => _parent; set => _parent = value; }
public override int Read(byte[] buffer, int offset, int count) {
int totalBytesRead = 0;
while (totalBytesRead < count) {
int bytesRead = sourceStream.Read(buffer, offset + totalBytesRead, count - totalBytesRead);
if (bytesRead == 0 || _LoopEarly) {
if (sourceStream.Position == 0 || (!EnableLooping && !Parent.Invalidated && !Parent.Parent.Invalidated)) {
// something wrong with the source stream
break;
}
// loop
sourceStream.Position = 0;
_LoopEarly = false;
}
totalBytesRead += bytesRead;
}
return totalBytesRead;
}
internal void LoopEarly() {
_LoopEarly = true;
}
}
}