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Silence the PCM buffer if no chunk is available
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7 changed files with 31 additions and 11 deletions
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@ -48,8 +48,17 @@ public:
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/// Get PCM data, which will be played out in "outputBufferDacTime" time
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/// frame = (num_channels) * (1 sample in bytes) = (2 channels) * (2 bytes (16 bits) per sample) = 4 bytes (32 bits)
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/// @param[out] outputBuffer the buffer to be filled with PCM data
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/// @param outputBufferDacTime the duration until the PCM chunk will be audible
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/// @param frames the number of requested frames to be copied into outputBuffer
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/// @return true if a chunk was available and successfully copied to outputBuffer
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bool getPlayerChunk(void* outputBuffer, const chronos::usec& outputBufferDacTime, uint32_t frames);
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/// Try to get a player chunk and fill the buffer with silence if it fails
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/// @sa getPlayerChunk
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/// @return true if a chunk was available and successfully copied to outputBuffer, else false and outputBuffer is filled with silence
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bool getPlayerChunkOrSilence(void* outputBuffer, const chronos::usec& outputBufferDacTime, uint32_t frames);
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/// "Server buffer": playout latency, e.g. 1000ms
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void setBufferLen(size_t bufferLenMs);
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