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Hi!
I would like to ask about audio renderer's timing. I have an audio stream coming from a camera. I decoding them and setting the start and end time continuosly according to the length of the decoded data. I make it like this:
LockInputBuffer DeocdeUnLockInputBuffer
So this puts the audio into the renderer's buffer. How does the renderer's inner timing work? What will happen if the renderer has 1sec audio data with start time 0 end time 1,it plays it, but after then the next data wn't arrive in time(have to wait 0,1 sec)? When the data arrives it has start time 1 and endtime 2. What will do the renderer then? Starts to play the data at the begining, or at time 1,1?
What will happen if I give all of the data to the renderer with start time 0?
Thanks in advance,
Bendeguy
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Renderer keeps its own timing. You can set the start point when you feed it with the first portion od data. If you don't do it the time will start from 0. The renderer should count the number of bytes it plays and correspondingly increment the time counter. You can inquire about the current time with the GetTime function. If it returns -1 that means that playback is not yet started or is already finished.
-Sergey

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