// for all platforms.
static const int kDefaultMaxInputStreams = 16;
-static const int kMaxInputChannels = 2;
+static const int kMaxInputChannels = 3;
const char AudioManagerBase::kDefaultDeviceName[] = "Default";
const char AudioManagerBase::kDefaultDeviceId[] = "default";
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