Index: media/audio/mac/audio_input_mac.cc |
diff --git a/media/audio/mac/audio_input_mac.cc b/media/audio/mac/audio_input_mac.cc |
index 69791cf11c6d65d7e07ed1fc67036d9e6fc8c6c7..e741b29617540a3fe0278586be9fcd78dbe7b289 100644 |
--- a/media/audio/mac/audio_input_mac.cc |
+++ b/media/audio/mac/audio_input_mac.cc |
@@ -197,17 +197,15 @@ void PCMQueueInAudioInputStream::HandleInputBuffer( |
// back to back once that internal buffer is filled. When this happens the |
// renderer client does not have enough time to read data back from the |
// shared memory before the next write comes along. If HandleInputBuffer() |
- // is called too frequently, Sleep() to simulate realtime input and ensure |
- // the shared memory doesn't get trampled. |
+ // is called too frequently, Sleep() at least 5ms to ensure the shared |
+ // memory doesn't get trampled. |
// TODO(dalecurtis): This is a HACK. Long term the AudioQueue path is going |
// away in favor of the AudioUnit based AUAudioInputStream(). Tracked by |
- // http://crbug.com/161383 |
+ // http://crbug.com/161383. |
base::TimeDelta elapsed = base::Time::Now() - last_fill_; |
- base::TimeDelta buffer_length = base::TimeDelta::FromMilliseconds( |
- audio_buffer->mAudioDataByteSize * base::Time::kMillisecondsPerSecond / |
- static_cast<float>(format_.mBytesPerFrame * format_.mSampleRate)); |
- if (elapsed < buffer_length) |
- base::PlatformThread::Sleep(buffer_length - elapsed); |
+ const base::TimeDelta kMinDelay = base::TimeDelta::FromMilliseconds(5); |
+ if (elapsed < kMinDelay) |
+ base::PlatformThread::Sleep(kMinDelay - elapsed); |
callback_->OnData(this, |
reinterpret_cast<const uint8*>(audio_buffer->mAudioData), |