| 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),
|
|
|