![]() ![]() ![]() For example, if you were to trigger an explosion VFX and an explosion sound on the same game-thread tick, the latency between seeing the VFX explosion and hearing the sound is determined by this buffer size. This rate also describes the perceived audible latency of any issued commands. A command, for example, might be to play a new sound, stop an old one, or change the parameter of a sound like volume or pitch.īecause of this, the size of the rendered audio buffer directly controls the rate at which new commands are consumed. It is important to understand that audio engine rendering commands are typically consumed at the beginning of an audio buffer render. ![]() These buffers typically contain hundreds or even thousands of samples at a time. ![]() A number of reasons make this the only feasible way to render audio in real time on a CPU - CPU cache coherency, hardware API overhead, and so on. In an audio engine, for CPU performance reasons, audio samples are rendered in buffers, and submitted individually to output hardware - a digital audio converter (DAC). Issues with Accurate Timing and Latency in Audio Rendering ![]()
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