3 ms·
Pretty sure the source engine used to have single-threaded audio for a long time. They worked around the buffer underrun problem by inserting calls to their sou
by sapphyrus 3y ago
Pretty sure the source engine used to have single-threaded audio for a long time. They worked around the buffer underrun problem by inserting calls to their sound update function at multiple points during the frame, like during rendering. Completely avoids the locking problem