AudioDeviceWindowsCore::DoRenderThread
===>
int32_t nSamples =
_ptrAudioBuffer->RequestPlayoutData(_playBlockSize); // AudioDeviceBuffer::RequestPlayoutData
int32_t AudioDeviceBuffer::RequestPlayoutData(size_t samples_per_channel) {
// The consumer can change the requested size on the fly and we therefore
// resize the buffer accordingly. Also takes place at the first call to this
// method.
const size_t total_samples = play_channels_ * samples_per_channel;
if (play_buffer_.size() != total_samples) {
play_buffer_.SetSize(to