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PortAudio - an Open-Source Cross-Platform Audio API

    http://www.portaudio.com/docs/latency.html#:~:text=PortAudio%20and%20Latency%20The%20only%20delay%20that%20PortAudio,the%20sample%20rate%20which%20we%20will%20call%20framesPerSecond.
    none

PortAudio Tutorial - ee.columbia.edu

    https://www.ee.columbia.edu/~mim/meap/paMat/portaudio_v18_1/docs/pa_tut_pc.html
    To compile PortAudio for Windows, you can choose between three options: DirectSound API. Windows MultiMedia Extensions API (aka WMME or WAVE). Steinberg's ASIO API. Some advantages of using DirectSound are that DirectSound may have lower latency than WMME, and supports effects processing plugins. But one disadvantage is that DirectSound is not installed …

PortAudio: Portable Audio Processing for All Platforms ...

    https://www.developer.com/microsoft/c-sharp/portaudio-portable-audio-processing-for-all-platforms/
    Table 1.Platforms Supported by PortAudio. The latency requirements of your application should dictate your choice of API. If your sound program does not require a quick response time (close to a “live” performance), you are certainly free to use the MME or Direct Sound platform.

Audio latency - General and Gameplay Programming - GameDev.net

    https://www.gamedev.net/forums/topic/629440-audio-latency/4968353/
    From debugging, I can see that PortAudio is using DirectSound as the underlying API for playing the audio samples I feed it. And, according to PortAudio, the lowest latency I can get from DirectSound is 120ms. I've tried forcing PortAudio to use a lower latency (i.e. 10ms), but it seems to be hit or miss as to whether it works or not.

c++ - input delay with PortAudio callback and ASIO sdk ...

    https://stackoverflow.com/questions/33171525/input-delay-with-portaudio-callback-and-asio-sdk
    In this case, you should investigate the driver control panel UI to set the lowest workable latency. In either case, your approach with Pa_OpenStream is close to optimal, but you should request zero latency for both input and output (in your edit you're requesting 50ms input latency, zero output latency). The end result will be that PortAudio selects the lowest available …

Audio latency - General and Gameplay Programming - GameDev.net

    https://www.gamedev.net/forums/topic/629440-audio-latency/
    From debugging, I can see that PortAudio is using DirectSound as the underlying API for playing the audio samples I feed it. And, according to PortAudio, the lowest latency I can get from DirectSound is 120ms. I've tried forcing PortAudio to use a lower latency (i.e. 10ms), but it seems to be hit or miss as to whether it works or not.

Portaudio settings - Arcade Controls

    http://forum.arcadecontrols.com/index.php?topic=159183.0
    PortAudio: Windows WDM-KS: "Mixage stéréo (Realtek HD Audio Stereo input)" PortAudio: Using device "Speakers (Realtek HD Audio output)" on API "Windows WDM-KS". PortAudio: Sample rate is 48000 Hz, device output latency is 4.33 ms. PortAudio: Allowed additional buffering latency is 10.00 ms/480 frames.

Can someone explain to me me the PortAudio settings? : …

    https://www.reddit.com/r/MAME/comments/cmwrna/can_someone_explain_to_me_me_the_portaudio/
    with the recent update to PortAudio I decided to give it a try. sound portaudio audio_latency 0 pa_api "Windows WDM-KS" pa_latency 0.003 this is what I currently use, but am I doing this right? I can use 0.0001 with "Windows WASAPI" but this breaks audio on my browser and other apps.

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