.sampleRate > 0) {
                // Initialize the audio when we know sampling freq used in the capture
                await playerInitializeAudioContext(aFrame.sampleRate);
            } 
            // If audioSharedBuffer not initialized and is in start (render) state -> Initialize
            if (audioCtx != null && sourceBufferAudioWorklet != null && audioSharedBuffer === null) {
                buffersInfo.renderer.audio.sizeMs = Math.max(playerMaxBufferMs, playerBufferMs * 2, 100);
               