How does one minimize the latency of the audio-stream
(in Windows) so much that it is possible to get instant / realtime
audio feedback in a game?
Setting the samples flag to 128 or 64 in the audio spec won’t
work. I saw some code in the Win* audiosys driver in the
SDL library which makes sure that samples are not
below freq / 4. I don’t know if this is the problem,
because the latency seems much larger than 1/4th of a second.
Is there perhaps some way of “force-feeding” the audio
device based on, say, the main loop in the application? (polling?)
Note that under NT, this value is rounded up to 1/4 of a second,
for various reasons.
This seems to be the problem. Why is it like this?
On NT4, (up through service pack 3) the audio driver can’t handle more
than 1/4 second of sound. We round up to that to match as closely as
possible the real audio driver buffersize.