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Capture the decoded PCM and forward it to the callback. The data is also written to the output buffer to keep the AudioSink writing to the AudioTrack. That write is what paces the player to real time, so it must not be skipped even if the player is muted.
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Created by pedro on 10/9/24.
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Created by pedro on 16/2/24.
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class Media3AudioSource(context: Context, path: Uri, speed: Float = 1.0f, loopMode: Boolean = true, onFinish: (isLoop: Boolean) -> Unit = {}) : AudioSource
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class Media3VideoSource(context: Context, path: Uri, speed: Float = 1.0f, loopMode: Boolean = true, onFinish: (isLoop: Boolean) -> Unit = {}) : VideoSource
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class TracksRenderersFactory(context: Context, type: MediaFrame.Type, processor: AudioProcessor? = null) : DefaultRenderersFactory