Of course, if you're just playing a canned audio data stream and doing
nothing else, the latency issue doesn't matter; you can have the kernel
do lots of buffering and you're happy.  But things such as games that
want to play audio but also want to be able make that audio react very
fast (for human values of "very fast") to unpredictable events may be
willing to accept the inconvenience of an mmap()ped ring buffer for the
sake of getting both lots of buffering and low latency.

live coding

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