var X_SLAudio,\r
X_SLAudio_uid = 0;\r
\r
-if( X[ 'Pulgin' ][ 'Silverlight' ] ){\r
+if( X_Pulgin_SILVER_LIGHT_VERSION ){\r
\r
X_TEMP.slaudioInit = function(){\r
//\r
// http://msdn.microsoft.com/ja-jp/library/bb979710(VS.95).aspx\r
this.duration = this[ '_rawObject' ][ 'NaturalDuration' ][ 'Seconds' ] * 1000;\r
this.disatcher[ 'asyncDispatch' ]( X_EVENT_READY );\r
- \r
- this.autoplay && X_Timer_once( 16, this, this.actualPlay );\r
break;\r
\r
case 'MediaEnded' :\r
// もし kill 後に autoplayTimer で呼ばれても、_closed==true なので平気\r
if( this.error ) return;\r
if( !this.duration ){\r
- this.autoplay = true;\r
+ this._playReserved = true;\r
return;\r
};\r
\r
\r
// SilverlightAudio.pause\r
actualPause : function(){\r
- if( this.error /* || !this.playing */ ) return;\r
+ if( this.error ) return;\r
\r
this._lastUserAction = 'pause';\r
- this.seekTime = this.getActualCurrentTime();\r
this.playing = false;\r
this._paused = true;\r
this._ended = false;\r
\r
this[ '_rawObject' ].pause();\r
- //this.disatcher[ 'dispatch' ]( 'pause' );\r
},\r
\r
getActualCurrentTime : function(){\r
},\r
\r
afterUpdateState : function( result ){\r
+ var end, halfway;\r
+ \r
if( result & 3 ){ // seek\r
this.actualPlay();\r
} else\r