/// <param name="reBufferMillisecond">A duration of buffering data that must be prerolled to resume playback,
/// when player is internally paused for buffering.
/// Except 0 and -1, setting at least 1000 milliseconds is recommended to ensure the normal buffering operation.
- /// 0 : use platform default value which could be different depending on the streaming type and network status. (the initial value)
- /// -1 : use current value. (since 5.5)
- /// <para>0 means platform default value which could be different depending on the streaming type and network status.
+ /// 0 : use platform default value, which depends on the streaming type and network status. It is set as the initial value of this parameter.
/// If the player state is <see cref="PlayerState.Playing"/> or <see cref="PlayerState.Paused"/>,
- /// this function will return correct time value instead of 0. (since 5.5)</para></param>
+ /// this function will return correct time value instead of 0. (since 5.5)
+ /// -1 : use current value. (since 5.5)</param>
/// <since_tizen> 5 </since_tizen>
public PlayerBufferingTime(int preBufferMillisecond = -1, int reBufferMillisecond = -1)
{
}
}
+ /// <summary>
+ /// Gets or sets the audio pitch.
+ /// </summary>
+ /// <value>The value indicating whether or not AudioPitch is enabled. The default is false.</value>
+ /// <remarks>This function is used for audio content only.
+ /// To set, the player must be in the <see cref="PlayerState.Idle"/> state.</remarks>
+ /// <exception cref="InvalidOperationException">The player is not in the valid state.</exception>
+ /// <exception cref="ObjectDisposedException">The player has already been disposed of.</exception>
+ /// <seealso cref="AudioPitch"/>
+ /// <since_tizen> 6 </since_tizen>
+ public bool AudioPitchEnabled
+ {
+ get
+ {
+ ValidateNotDisposed();
+ NativePlayer.IsAudioPitchEnabled(Handle, out var value).
+ ThrowIfFailed(this, "Failed to get whether the audio pitch is enabled or not");
+ return value;
+ }
+
+ set
+ {
+ ValidateNotDisposed();
+ ValidatePlayerState(PlayerState.Idle);
+
+ NativePlayer.SetAudioPitchEnabled(Handle, value).
+ ThrowIfFailed(this, "Failed to enable the audio pitch of the player");
+ }
+ }
+
+ /// <summary>
+ /// Gets or sets the audio pitch value.
+ /// </summary>
+ /// <value>The audio stream pitch value. The default is 1.</value>
+ /// <remarks>Enabling pitch control could increase the CPU usage on some devices.
+ /// This function is used for audio content only.</remarks>
+ /// <exception cref="InvalidOperationException">A pitch is not enabled.</exception>
+ /// <exception cref="ObjectDisposedException">The player has already been disposed of.</exception>
+ /// <exception cref="ArgumentOutOfRangeException">
+ /// value is less than 0.5.
+ /// -or-<br/>
+ /// value is greater than 2.0.<br/>
+ /// </exception>
+ /// <seealso cref="AudioPitchEnabled"/>
+ /// <since_tizen> 6 </since_tizen>
+ public float AudioPitch
+ {
+ get
+ {
+ ValidateNotDisposed();
+
+ if (AudioPitchEnabled == false)
+ {
+ throw new InvalidOperationException("An audio pitch is not enabled.");
+ }
+
+ NativePlayer.GetAudioPitch(Handle, out var value).
+ ThrowIfFailed(this, "Failed to get the audio pitch");
+
+ return value;
+ }
+
+ set
+ {
+ ValidateNotDisposed();
+
+ if (AudioPitchEnabled == false)
+ {
+ throw new InvalidOperationException("An audio pitch is not enabled.");
+ }
+
+ if (value < 0.5F || 2.0F < value)
+ {
+ throw new ArgumentOutOfRangeException(nameof(value), value, "Valid value is 0.5 to 2.0");
+ }
+
+ NativePlayer.SetAudioPitch(Handle, value).ThrowIfFailed(this, "Failed to set the audio pitch");
+ }
+ }
+
private SphericalVideo _sphericalVideo;
/// <summary>