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SDL_CloseAudio takes 2 seconds to return when using …

    https://github.com/libsdl-org/SDL-1.2/issues/673
    When SDL_CloseAudio is called on the pulse backend, a delay of around 2 seconds will sometimes occur (about 50% of the time). The rest of the time, the function returns almost immediately. A testcase is attached.

SDL :: View topic - SDL Audio Specs and Samples, and ...

    https://forums.libsdl.org/viewtopic.php?p=37951
    While investigating why this was happening (and it always happens in pulseaudio) I was digging in PA and found this block: Code: /* Calculate the final parameters for this audio specification */ #ifdef PA_STREAM_ADJUST_LATENCY this->spec.samples /= 2; /* Mix in smaller chunck to avoid underruns */ #endif SDL_CalculateAudioSpec(&this->spec ...

SDL_PauseAudio - SDL Wiki

    https://wiki.libsdl.org/SDL_PauseAudio
    SDL_PauseAudio(1); // audio callback is stopped when this returns. SDL_Delay( 5000 ); // audio device plays silence for 5 seconds SDL_PauseAudio( 0 ); // audio callback starts running again. Related Functions

PulseAudio and SDL1.2 vs. SDL2.0 -> SDL_AUDIODRIVER ...

    https://github.com/ValveSoftware/steam-for-linux/issues/1849
    Due to the fact that currently pulseaudio is auto-probed by default as the first choice whenever SDL_AUDIODRIVER is not provided, there is not much issue because all users who use pulseaudio just have to "unset SDL_AUDIODRIVER" variable and SDL(1.2/2.0) games will automatically detect/use pulseaudio.

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