RE: Audio latency

"Lewin, Gareth" <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Not sure exactly what you are doing, but I would have the latency a
fixed value, and play the music that much sooner.

I'm thinking DDR here (Yes, I dance, in my living room, with a
computer.) there is no latency in the sense that it's one stream of
music and done.

If you want to play an effect each time a button is pressed, on a pc, I
think you will find you are pretty much screwed, but I hope you find
otherwise :) 


_________________________________________
Gareth Lewin - http://www.garethlewin.com

"Facts are useless. You can use facts to prove anything that's even
remotely true. Facts shmacts!" -- Homer Jay Simpson.
-----Original Message-----
From: Brian Hook [mailto:[email protected]] 
Sent: Tuesday, June 29, 2004 12:33 PM
To: [email protected]
Subject: [GD-General] Audio latency

I'm curious, how much latency do you guys accept from your audio
subsystems?  With the amount of layering that occurs, e.g. software
application mixing which in turn might go into an API mixing system
which in turn goes to a hardware mixer, I can see latencies going up to
the hundreds of milliseconds.

With my old audio stuff I could crank my buffer up to 500ms, and that
was very...bad...feeling.

For a beat matching game it would seem that you'd need extremely low
latency, right up there with that of professional audio software (8-16ms
or less). 

Thoughts?




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