![]() ![]() The Audio driver reads the data from the buffer and writes them to the H/W. Starting with Windows 10, the buffer size is defined by the audio driver (more details on this are described later in this topic). The Audio Engine writes the processed data to a buffer.īefore Windows 10, this buffer was always set to ~10ms. In Windows 10, the latency has been reduced to 1.3ms for all applications The latency of the APOs varies based on the signal processing within the APOs.īefore Windows 10, the latency of the Audio Engine was equal to ~12ms for applications that use floating point data and ~6ms for applications that use integer data For more information about APOs, see Windows Audio Processing Objects. It also loads audio effects in the form of Audio Processing Objects (APOs). The Audio Engine reads the data from the buffer and processes it. The application writes the data into a buffer Here is a summary of the latencies in the render path: The following diagram shows a simplified version of the Windows audio stack. It is equal to render latency + touch-to-app latency. It is roughly equal to render latency + capture latency.ĭelay between the time that a user taps the screen until the time that the signal is sent to the application.ĭelay between the time that a user taps the screen, the event goes to the application and a sound is heard via the speakers. Changes in WASAPI to support low latency.ĭelay between the time that an application submits a buffer of audio data to the render APIs, until the time that it is heard from the speakers.ĭelay between the time that a sound is captured from the microphone, until the time that it is sent to the capture APIs that are being used by the application.ĭelay between the time that a sound is captured from the microphone, processed by the application and submitted by the application for rendering to the speakers. ![]()
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