public void Set (string interface_name, string propname, object value)
{
// All writable properties are on the Player interface
if (interface_name != player_interface_name) {
return;
}
switch (propname) {
case "LoopStatus":
string s = value as string;
if (!String.IsNullOrEmpty (s)) {
LoopStatus = s;
}
break;
case "Shuffle":
if (value is bool) {
Shuffle = (bool)value;
}
break;
case "Volume":
if (value is double) {
Volume = (double)value;
}
break;
}
}