Messages in this thread | | | Subject | Re: Guaranteeing processing speed... | Date | Wed, 13 Oct 1999 20:25:14 +0100 (BST) | From | Alan Cox <> |
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> MPEG is a great example where this is not at all necessary. The MPEG > player should buffer up enough frames that it can react to changes in > the computing environment around it (change playback quality, > whatever...) The buffer acts, in many ways, like a time machine: it > makes it possible to notice a drop in performance before it needs to > drop frames as a result.
Games are unfortunately a great example of the reverse. A good audio mixdown for a game needs to be good to about 1/100th of a second, and the interchannel time delays for distant objects need 1/1000th second precision between them.
The latter is doable but the former (and even more so the combination) does need very good audio/visual synchronization and timing as you are doing audio mixing within 1/100th of a second of playback - not a big buffer
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