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author | dalecurtis@google.com <dalecurtis@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-11-27 01:39:21 +0000 |
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committer | dalecurtis@google.com <dalecurtis@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-11-27 01:39:21 +0000 |
commit | f1196a4f47e6824787e84716169f5cca35fd7a83 (patch) | |
tree | 85dc500057e72a51bb9cddb4304712168ada541e /media/audio/audio_io.h | |
parent | 228090e2a76d5cbb5f5c69fe9ee19c936188d746 (diff) | |
download | chromium_src-f1196a4f47e6824787e84716169f5cca35fd7a83.zip chromium_src-f1196a4f47e6824787e84716169f5cca35fd7a83.tar.gz chromium_src-f1196a4f47e6824787e84716169f5cca35fd7a83.tar.bz2 |
Always wait for DataReady() on Windows WaveOut.
Only WaveOut still needs this hack and since all renderer clients
now use the shared memory marker we can always wait for it.
I suspect on low end machines this timeout is leading to pops and
clicks for some users on XP.
BUG=161307
TEST=audio still works.
Review URL: https://codereview.chromium.org/11348166
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@169553 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'media/audio/audio_io.h')
-rw-r--r-- | media/audio/audio_io.h | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/media/audio/audio_io.h b/media/audio/audio_io.h index cfc71bd..e7b9a36 100644 --- a/media/audio/audio_io.h +++ b/media/audio/audio_io.h @@ -74,14 +74,10 @@ class MEDIA_EXPORT AudioOutputStream { // specific. virtual void OnError(AudioOutputStream* stream, int code) = 0; - // Waits till data becomes available. Used when buffering data starting - // new audio stream. - // Polling is not the best approach, but incorporating messaging loop - // with delayed tasks into guts of complex code is even worse, as it is - // very error-prone. We cannot easily add synchronization, interface is - // already cut in stone because of need of backward compatibility with - // plugins. In any case, data is usually immediately available, - // so there would be no delay. + // Deprecated. DO NOT USE. Waits until data becomes available. Used only + // by Windows' WaveOut clients which may be extremely laggy. Will yield the + // current thread until the renderer client has written its audio data or + // 1.5 seconds have elapsed. virtual void WaitTillDataReady() {} protected: |