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When running TIC-80, across multiple platforms(Windows desktop, HTML5 player, Android), I always notice small pops and creaks when it plays sound, symptoms of frequent buffer underruns during audio playback. The current method it uses is to call SDL_QueueAudio from within the render tick and blit everything that has been rendered in that frame, which leaves the program heavily reliant on making every frame deadline every time.
Most audio programs run a separate audio thread with intentionally added frames of latency to smooth this out: instead of handing over all the samples that have been constructed right at that moment, they're repackaged into fixed-size audio frames for API consumption, and the renderer stays ahead of the API by a target number of frames. This adds a margin of safety, and the fixed size plays better with most audio APIs. Many apps also expose some user configuration options for buffer sizes.