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audio-guide

Sterne5
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Aktualisiert11. Juli 2026 um 20:46

Use when building a low-level, real-time audio/sound system that does its own mixing: the OS audio callback / render thread, summing voices into the output buffer, sample-rate conversion and per-voice pitch, voice pools and stealing, and handing play/stop/parameter changes from the game thread to the audio thread. Triggers on audio underrun/dropout, clicks/pops, the audio callback can't lock or allocate, buffer size vs latency, resampling/interpolation, mixing gain/pan/clipping, fixed voice pools, even when the user doesn't say 'audio'.

Installation

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