| 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 fd2d9be06b37ae495a73a9b332891e6cfef1b601..69791cf11c6d65d7e07ed1fc67036d9e6fc8c6c7 100644
|
| --- a/media/audio/mac/audio_input_mac.cc
|
| +++ b/media/audio/mac/audio_input_mac.cc
|
| @@ -192,12 +192,31 @@ void PCMQueueInAudioInputStream::HandleInputBuffer(
|
| return;
|
| }
|
|
|
| - if (audio_buffer->mAudioDataByteSize)
|
| + if (audio_buffer->mAudioDataByteSize) {
|
| + // The AudioQueue API may use a large internal buffer and repeatedly call us
|
| + // 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.
|
| + // 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
|
| + 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);
|
| +
|
| callback_->OnData(this,
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| reinterpret_cast<const uint8*>(audio_buffer->mAudioData),
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| audio_buffer->mAudioDataByteSize,
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| audio_buffer->mAudioDataByteSize,
|
| 0.0);
|
| +
|
| + last_fill_ = base::Time::Now();
|
| + }
|
| // Recycle the buffer.
|
| OSStatus err = QueueNextBuffer(audio_buffer);
|
| if (err != noErr) {
|
|
|