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Games usually take some time to initialize before the first frame. Then, our code generate audio for that amount of time pass it to pulse-simple playback. Because the pulse audio buffer is filled with many samples, it waits until the audio buffer gets depleted, which fills it with even more samples.
The text was updated successfully, but these errors were encountered:
It turns out there are several issues with non deterministic timer. Vsync is enable again (970b916) and fixing the computed number of audio samples during a frame (fc18baa)
Games usually take some time to initialize before the first frame. Then, our code generate audio for that amount of time pass it to pulse-simple playback. Because the pulse audio buffer is filled with many samples, it waits until the audio buffer gets depleted, which fills it with even more samples.
The text was updated successfully, but these errors were encountered: