bool available = false;
Native.EqualizerIsAvailable(Player.Handle, out available).
- ThrowIfFailed("Failed to initialize the AudioEffect");
+ ThrowIfFailed(Player, "Failed to initialize the AudioEffect");
IsAvailable = available;
int count = 0;
Native.GetEqualizerBandsCount(Player.Handle, out count).
- ThrowIfFailed("Failed to initialize the AudioEffect");
+ ThrowIfFailed(Player, "Failed to initialize the AudioEffect");
int min = 0;
int max = 0;
Native.GetEqualizerLevelRange(Player.Handle, out min, out max).
- ThrowIfFailed("Failed to initialize the AudioEffect");
+ ThrowIfFailed(Player, "Failed to initialize the AudioEffect");
Count = count;
BandLevelRange = new Range(min, max);
Player.ValidateNotDisposed();
Native.EqualizerClear(Player.Handle).
- ThrowIfFailed("Failed to clear equalizer effect");
+ ThrowIfFailed(Player, "Failed to clear equalizer effect");
}
/// <summary>