There is a good answer, but I want to add another way to create a search string in WPF, since I also worked on a similar project.
Here is the XAML code for the crawler:
<Slider Grid.Column="0" Minimum="0" Maximum="{Binding CurrentTrackLenght, Mode=OneWay}" Value="{Binding CurrentTrackPosition, Mode=TwoWay}" x:Name="SeekbarControl" VerticalAlignment="Center"> <i:Interaction.Triggers> <i:EventTrigger EventName="PreviewMouseDown"> <i:InvokeCommandAction Command="{Binding TrackControlMouseDownCommand}"></i:InvokeCommandAction> </i:EventTrigger> <i:EventTrigger EventName="PreviewMouseUp"> <i:InvokeCommandAction Command="{Binding TrackControlMouseUpCommand}"></i:InvokeCommandAction> </i:EventTrigger> </i:Interaction.Triggers> </Slider>
CurrentTrackLenght and CurrentTrackPosition in our ViewModel:
public double CurrentTrackLenght { get { return _currentTrackLenght; } set { if (value.Equals(_currentTrackLenght)) return; _currentTrackLenght = value; OnPropertyChanged(nameof(CurrentTrackLenght)); } } public double CurrentTrackPosition { get { return _currentTrackPosition; } set { if (value.Equals(_currentTrackPosition)) return; _currentTrackPosition = value; OnPropertyChanged(nameof(CurrentTrackPosition)); } }
The idea is very simple; as soon as we start playing:
First, we get the length of the audio file in seconds and assign it to the CurrentTrackLenght property, and it will be bound to the seekbar Maximum property. Then, when we play an audio file, we constantly update the CurrentTrackPosition property, which, in turn, controls the Value property of our search bar.
So, when we click the "Play" button, the following command in our ViewModel will start:
private void StartPlayback(object p) { if (_playbackState == PlaybackState.Stopped) { if (CurrentTrack != null) { _audioPlayer.LoadFile(CurrentTrack.Filepath, CurrentVolume); CurrentTrackLenght = _audioPlayer.GetLenghtInSeconds(); } } _audioPlayer.TogglePlayPause(CurrentVolume); }
_audioPlayer is an abstraction that I used to make it easier to play / pause / stop, so you can replace them with your own code. But the important part:
CurrentTrackLenght = _audioPlayer.GetLenghtInSeconds();
And the code for GetLenghtInSeconds() in AudioPlayer :
public double GetLenghtInSeconds() { if (_audioFileReader != null) { return _audioFileReader.TotalTime.TotalSeconds; } else { return 0; } }
So, with this, we initialize the value of our search mark Maximum for each sound file that we start playing.
Now we need to update our search bar in audio playback mode.
First we need to determine the current position of our audio file in seconds. I choose seconds here because our Maximum search barrier is in seconds, so they will match correctly.
To do this, we need the following method in AudioPlayer :
public double GetPositionInSeconds() { if (_audioFileReader != null) { return _audioFileReader.CurrentTime.TotalSeconds; } else { return 0; } }
With this code, we can go to our ViewModel. First we need to set up a timer in our constructor.
var timer = new System.Timers.Timer(); timer.Interval = 300; timer.Elapsed += Timer_Elapsed; timer.Start();
And add the methods Timer_Elapsed() and UpdateSeekBar() :
private void UpdateSeekBar() { if (_playbackState == PlaybackState.Playing) { CurrentTrackPosition = _audioPlayer.GetPositionInSeconds(); } } private void Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { UpdateSeekBar(); }
Now that we play the audio file, our search drum should move as expected.
Now for the actual part of the search, we first need the SetPosition() method in our AudioPlayer class.
public void SetPosition(double value) { if (_audioFileReader != null) { _audioFileReader.CurrentTime = TimeSpan.FromSeconds(value); } }
This code sets the current time to the value that we pass, so we are effectively looking for a new position.
Finally, we need 4 methods to complete our ViewModel commands for the PreviewMouseDown and PreviewMouseUp events.
private void TrackControlMouseDown(object p) { _audioPlayer.Pause(); } private void TrackControlMouseUp(object p) { _audioPlayer.SetPosition(CurrentTrackPosition); _audioPlayer.Play(NAudio.Wave.PlaybackState.Paused, CurrentVolume); } private bool CanTrackControlMouseDown(object p) { if (_playbackState == PlaybackState.Playing) { return true; } return false; } private bool CanTrackControlMouseUp(object p) { if (_playbackState == PlaybackState.Paused) { return true; } return false; }
If you want to know exactly how they are implemented, you can go to my github page and see the full implementation.