The ltmfPlay object implements the GetSubObject function so you can access Media Foundation specific objects directly.
Suppose for example, you wanted to access to the ltmfPlay object's video processor in order to get its attribute store.
In C++, you would do the following:
IltmfPlay *pPlay; // initialized elsewhere
HRESULT hr;
IUnknown *pUnk;
IMFTransform *pTransform;
// call the play object to retrieve the FilterGraph
hr = m_player->GetSubObject(ltmfPlay_Object_SelVideoProcessor, &pUnk);
if (SUCCEEDED(hr))
{
// retrieve the IMFTransform interface
hr = pUnk->QueryInterface(IID_IMFTransform, (void**)&pTransform);
if (SUCCEEDED(hr))
{
// get the attribute store
IMFAttributes *pAttributes = NULL;
pTransform->GetAttributes(&pAttributes);
// do what you want with the attribute store
pAttributes->Release();
pTransform->Release();
}
pUnk->Release();
}
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