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SubjectRe: Guaranteeing processing speed...
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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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