How many average number of threads does a game needs, regardless of simplicity?
20 replies to this topic
Members - Reputation: 132
Posted 06 August 2012 - 08:17 AM
Sorry, I meant lag the audio-- the audio in must be delayed to match the video lag. These are easy to build-- continuously running samplers, to a ring buffer, with an offset to drive the output sampling. The offset determines the audio delay.