Index: media/audio/audio_manager_base.cc |
diff --git a/media/audio/audio_manager_base.cc b/media/audio/audio_manager_base.cc |
index 6bd927ff245676debf4e703c051889329e5744b5..27277c286526d6328199f5de02b23f95f139cb2f 100644 |
--- a/media/audio/audio_manager_base.cc |
+++ b/media/audio/audio_manager_base.cc |
@@ -412,32 +412,4 @@ scoped_ptr<AudioLog> AudioManagerBase::CreateAudioLog( |
return audio_log_factory_->CreateAudioLog(component); |
} |
-void AudioManagerBase::FixWedgedAudio() { |
- DCHECK(task_runner_->BelongsToCurrentThread()); |
-#if defined(OS_MACOSX) |
- // Through trial and error, we've found that one way to restore audio after a |
- // hang is to close all outstanding audio streams. Once all streams have been |
- // closed, new streams appear to work correctly. |
- // |
- // In Chrome terms, this means we need to ask all AudioOutputDispatchers to |
- // close all Open()'d streams. Once all streams across all dispatchers have |
- // been closed, we ask for all previously Start()'d streams to be recreated |
- // using the same AudioSourceCallback they had before. |
- // |
- // Since this operation takes place on the audio thread we can be sure that no |
- // other state-changing stream operations will take place while the fix is in |
- // progress. |
- // |
- // See http://crbug.com/160920 for additional details. |
- for (AudioOutputDispatchers::iterator it = output_dispatchers_.begin(); |
- it != output_dispatchers_.end(); ++it) { |
- (*it)->dispatcher->CloseStreamsForWedgeFix(); |
- } |
- for (AudioOutputDispatchers::iterator it = output_dispatchers_.begin(); |
- it != output_dispatchers_.end(); ++it) { |
- (*it)->dispatcher->RestartStreamsForWedgeFix(); |
- } |
-#endif |
-} |
- |
} // namespace media |