Comment 12 for bug 1086999

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RJ Skerry-Ryan (rryan) wrote :

Thanks for working on this Daniel. I prefer that we do nothing to fix this. The real problem is that at high latencies the buffer size is way too high for us to be able to reasonably guide the player to a particular position because with purely proportional control we over-shoot the target in each direction every callback. I'm pretty sure it's not a solvable problem from a signals perspective. With such a low control update rate we will have instability.

This is easily solved by making a smaller user buffer (as in the attached patch). At 80ms latency with a user buffer size of 128 the waveform scratching is perfectly smooth, just delayed by 80ms. As I mentioned before I feel like we don't have adequate testing of user buffer != host buffer on all 3 platforms :-/.