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v3.2.1 — Game audio that no longer crackles
A fix for game audio that crackles on some machines, and instant replay using half the GPU on a still screen.
Game audio that crackles now and then
On some machines, the game audio in a clip crackled now and then. It was the same fault v3.1.0 fixed for
microphones, still present on the desktop side: whenever a chunk of audio arrived a fraction of a
millisecond later than the recorder expected, it put a tiny gap of silence in front of it. On a
machine whose sound output keeps precise time, that never happens, which is why it could not be heard
everywhere. On one whose timing wobbles by a few milliseconds, it happened many times a second.
That can be a USB or wireless headset, or a virtual mixer between the game and your speakers.
The recorder now tells a wobble from a real gap. A wobble is left alone. A device whose clock runs a
little fast or slow has its audio sped up or slowed down by a fraction of a percent, which nobody
can hear, instead of having holes punched in it. That also keeps the audio in step with the video
over a long session. Silence is still added where audio was really missing, so the clip stays in
sync.
If your game audio already sounded right, nothing changes: on a device that keeps time, the audio
comes out bit for bit what it was before.
If it still crackles for you, the recorder's log now says what the desktop audio is doing. It is at
%LOCALAPPDATA%\clipper\capture.log, and it is the thing to send along with a report.
Instant replay uses half the GPU on a still screen
When nothing on screen changes, like a menu, a loading screen or the desktop, the recorder used to
redo the same colour conversion on the same picture every frame. It now reuses the last one. On an
RTX 5080 that halves the recorder's GPU use on a still screen, from 1.46% to 0.74%, and saves about
2 W of board power. With motion on screen almost every frame is new, so there it costs the same as
before.