#ifndef AUDIO_RENDER_H #define AUDIO_RENDER_H #include "player_i.h" #include "audioDecComponent.h" #include "soundControl.h" typedef void* AudioRenderComp; AudioRenderComp* AudioRenderCompCreate(void); int AudioRenderCompDestroy(AudioRenderComp* a); int AudioRenderCompStart(AudioRenderComp* a); int AudioRenderCompStop(AudioRenderComp* a); int AudioRenderCompPause(AudioRenderComp* a); enum EPLAYERSTATUS AudioRenderCompGetStatus(AudioRenderComp* a); int AudioRenderCompReset(AudioRenderComp* a); int AudioRenderCompSetEOS(AudioRenderComp* a); int AudioRenderCompSetCallback(AudioRenderComp* a, PlayerCallback callback, void* pUserData); int AudioRenderCompSetTimer(AudioRenderComp* a, AvTimer* timer); int AudioRenderCompSetAudioSink(AudioRenderComp* a, void* pAudioSink); int AudioRenderCompSetDecodeComp(AudioRenderComp* a, AudioDecComp* d); int64_t AudioRenderCompCacheTimeUs(AudioRenderComp* a); int AudioRenderCompGetAudioOutBalance(AudioRenderComp* a); //* set audio balance, 1 means left channel, 2 means right channel, 3 means stereo. int AudioRenderCompSetAudioOutBalance(AudioRenderComp* a, int nBalance); //* set audio mute, bMute = 1 means mute audio, 0 means resume from mute. int AudioRenderCompSetAudioMute(AudioRenderComp* a, int bMute); //* get the audio mute setting, 1 means audio muted, 0 means not muted. int AudioRenderCompGetAudioMuteFlag(AudioRenderComp* a); int AudioRenderCompSetForceWriteToDeviceFlag(AudioRenderComp* a, int bForceFlag); int AudioRenderCompSetVolume(AudioRenderComp* a, float volume); int AudioRenderCompGetVolume(AudioRenderComp* a, float *volume); int AudioRenderSetSoundCtlOps(AudioRenderComp* a, SoundControlOpsT* ops); #endif