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 th
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 al