IAudioRenderer* CAudioRendererFactory::Create(IAudioCallback* pCallback, int iChannels, unsigned int uiSamplesPerSec, unsigned int uiBitsPerSample, bool bResample, const char* strAudioCodec, bool bIsMusic, bool bPassthrough)
{
  IAudioRenderer *audioSink = CreateAudioRenderer(pCallback, iChannels, uiSamplesPerSec, uiBitsPerSample, bResample, strAudioCodec, bIsMusic, bPassthrough);

  return audioSink;
}
Esempio n. 2
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IAudioRenderer* CAudioRendererFactory::Create(IAudioCallback* pCallback, int iChannels, enum PCMChannels* channelMap, unsigned int uiSamplesPerSec, unsigned int uiBitsPerSample, bool bResample, const char* strAudioCodec, bool bIsMusic, bool bPassthrough, bool bTimed, AudioMediaFormat audioMediaFormat)
{
  IAudioRenderer *audioSink = CreateAudioRenderer(pCallback, iChannels, channelMap, uiSamplesPerSec, uiBitsPerSample, bResample, strAudioCodec, bIsMusic, bPassthrough, bTimed, audioMediaFormat);

  return audioSink;
}