Index: media/audio/win/waveout_output_win.cc |
diff --git a/media/audio/win/waveout_output_win.cc b/media/audio/win/waveout_output_win.cc |
index 5e56169a4db67d213a21e086f34777681de1209e..3da5388c13d751e678363b0cda1e58fe05708b5f 100644 |
--- a/media/audio/win/waveout_output_win.cc |
+++ b/media/audio/win/waveout_output_win.cc |
@@ -342,6 +342,13 @@ void PCMWaveOutAudioOutputStream::QueueNextPacket(WAVEHDR *buffer) { |
// return to us how many bytes were used. |
// TODO(fbarchard): Handle used 0 by queueing more. |
+ // HACK: Yield if Read() is called too often. On older platforms which are |
+ // still using the WaveOut back end, we run into synchronization issues where |
scherkus (not reviewing)
2012/11/21 21:37:57
s/back end/backend/
DaleCurtis
2012/11/21 22:42:10
Done.
|
+ // the renderer has not finished filling the shared memory when Read() is |
+ // called. Reading too early will lead to clicks and pops. See issues: |
+ // http://crbug.com/161307 and http://crbug.com/61022 |
+ callback_->WaitTillDataReady(); |
DaleCurtis
2012/11/21 19:31:07
I'm digging through the WaveOut docs to see if we
|
+ |
// TODO(sergeyu): Specify correct hardware delay for AudioBuffersState. |
int frames_filled = callback_->OnMoreData( |
audio_bus_.get(), AudioBuffersState(pending_bytes_, 0)); |