>> <nitpick> >> Now what is our definition of latency, exactly? 256 byte periods = >> 1.45ms between interrupts, according to simple calculations - so we're not >> at the sub-1ms level yet, at least :)= >> </nitpick> > >Right.. I've used the word really confusing. >The latency is of course 2 (up to 3) msec.
i've harped on about this before. there are 2 kinds of latency: 1) input or "event" latency - how soon after something happens (e.g. an audio sample has value N) can you know about it? 2) output or "through" latency - how long after receiving data can it be re-emitted? type 1 is solely determined by the frequency at which you inspect the data stream. unless you use mmap mode+RTC+hw-pointer, this is determined by the period size (i.e. the audio interface interrupt frequency) type 2 is mostly determined by the overall buffer size, unless you allow buffer overwriting (Jaroslav indicated that he was going to allow this to help game writers). if you do allow overwriting, then type 2 is limited by the transfer size between the h/w and the CPU. its helpful to distinguish between the two of these. there is also "kernel scheduling latency", which is what Andrew's tool measures, and is defined by the ability of the kernel to meet scheduling deadlines. its a determining factor in whether or not an application with RT-like requirements can run successfully or not. --p _______________________________________________ Alsa-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/alsa-devel