Index: media/audio/win/audio_low_latency_output_win.cc |
diff --git a/media/audio/win/audio_low_latency_output_win.cc b/media/audio/win/audio_low_latency_output_win.cc |
index 53dcbfe81927e9dc9023216b417539a406d8e962..8c9ff2f64e5c6e537a8e6b88ae9307f6c07803ed 100644 |
--- a/media/audio/win/audio_low_latency_output_win.cc |
+++ b/media/audio/win/audio_low_latency_output_win.cc |
@@ -476,7 +476,7 @@ bool WASAPIAudioOutputStream::RenderAudioFromSource(UINT64 device_frequency) { |
// can typically be utilized by an acoustic echo-control (AEC) |
// unit at the render side. |
UINT64 position = 0; |
- int audio_delay_bytes = 0; |
+ uint32 audio_delay_bytes = 0; |
hr = audio_clock_->GetPosition(&position, NULL); |
if (SUCCEEDED(hr)) { |
// Stream position of the sample that is currently playing |
@@ -498,13 +498,9 @@ bool WASAPIAudioOutputStream::RenderAudioFromSource(UINT64 device_frequency) { |
// Read a data packet from the registered client source and |
// deliver a delay estimate in the same callback to the client. |
- // A time stamp is also stored in the AudioBuffersState. This |
- // time stamp can be used at the client side to compensate for |
- // the delay between the usage of the delay value and the time |
- // of generation. |
int frames_filled = source_->OnMoreData( |
- audio_bus_.get(), AudioBuffersState(0, audio_delay_bytes)); |
+ audio_bus_.get(), audio_delay_bytes); |
uint32 num_filled_bytes = frames_filled * format_.Format.nBlockAlign; |
DCHECK_LE(num_filled_bytes, packet_size_bytes_); |