// 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
// 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_);