Index: media/audio/win/audio_output_win_unittest.cc |
=================================================================== |
--- media/audio/win/audio_output_win_unittest.cc (revision 23602) |
+++ media/audio/win/audio_output_win_unittest.cc (working copy) |
@@ -1,4 +1,4 @@ |
-// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved. |
+// Copyright (c) 2006-2009 The Chromium Authors. All rights reserved. |
// Use of this source code is governed by a BSD-style license that can be |
// found in the LICENSE file. |
@@ -285,7 +285,7 @@ |
oas->Close(); |
} |
-// Test potential deadlock situations if the source is slow or blocks for some |
+// Test potential deadlock situation if the source is slow or blocks for some |
// time. The actual EXPECT_GT are mostly meaningless and the real test is that |
// the test completes in reasonable time. |
TEST(WinAudioTest, PCMWaveSlowSource) { |
@@ -311,6 +311,37 @@ |
oas->Close(); |
} |
+// Test another potential deadlock situation if the thread that calls Start() |
+// gets paused. This test is best when run over RDP with audio enabled. See |
+// bug 19276 for more details. |
+TEST(WinAudioTest, PCMWaveStreamPlaySlowLoop) { |
+ if (IsRunningHeadless()) |
+ return; |
+ AudioManager* audio_man = AudioManager::GetAudioManager(); |
+ ASSERT_TRUE(NULL != audio_man); |
+ if (!audio_man->HasAudioDevices()) |
+ return; |
+ AudioOutputStream* oas = |
+ audio_man->MakeAudioStream(AudioManager::AUDIO_PCM_LINEAR, 1, |
+ AudioManager::kAudioCDSampleRate, 16); |
+ ASSERT_TRUE(NULL != oas); |
+ |
+ SineWaveAudioSource source(SineWaveAudioSource::FORMAT_16BIT_LINEAR_PCM, 1, |
+ 200.0, AudioManager::kAudioCDSampleRate); |
+ size_t bytes_100_ms = (AudioManager::kAudioCDSampleRate / 10) * 2; |
+ |
+ EXPECT_TRUE(oas->Open(bytes_100_ms)); |
+ oas->SetVolume(1.0, 1.0); |
+ |
+ for (int ix = 0; ix != 25; ++ix) { |
+ oas->Start(&source); |
+ ::Sleep(10); |
+ oas->Stop(); |
+ } |
+ oas->Close(); |
+} |
+ |
+ |
// This test produces actual audio for 1.5 seconds on the default wave |
// device at 44.1K s/sec. Parameters have been chosen carefully so you should |
// not hear pops or noises while the sound is playing. |