3 ms·
Spot on. For context: 60fps gives you ~17ms of wiggle room before you start dropping/delaying frames. With 96kHz audio you have 0.01ms between samples. Drift ab
by kimburgess 4y ago
Spot on. For context: 60fps gives you ~17ms of wiggle room before you start dropping/delaying frames. With 96kHz audio you have 0.01ms between samples. Drift above 0.05ms and you'll start introducing time domain issues in the human hearing range.
In other words, 'realtime' audio processing needs to happen 1700x faster that 'realtime' image work. Bandwidth isn't limiting factor, deterministic and uniform latency is that challenge for any signal as the sample rate goes up.
- rerdavies 4y agoDrift really isn't a problem with audio cards. Latency is. To put things in perspective, it takes sound 1ms to travel 1 foot. The general consensus is that guitar effects have to have no more than 10ms latency.
- kimburgess 4y agoPoor word choice on my behalf. Drift was meant in terms of sync between different channels or parallel processing paths and in reference to GP. Guitar effects (generally single channel, sequentially processed) bypass that. That 10ms benchmark is a good one though. At that time window you've reached a full wavelength at 100Hz and it's right about the point where well practiced humans (e.g. musicians) will begin to perceive delay. It's a fascinating intersection between physics/engineering and psychology as signal latencies make the jump from being perceived as timbre to delay.