Hello!
It has generally been my understanding that for sounds that require precision timing and minimal latency, the Stream load setting is best avoided.
However, I have some questions about the details of streaming latency, in case it is useful for an edge case that requires minimising memory use.
In this forum post, @joseph said:*
“Streaming assets incur around 85.3 ms of additional latency due to the need to buffer the stream.”*
and in this one, that it is “…impossible to pre-load streaming assets or schedule them to play with sample-accurate timing.”
So I have two main questions about this:
-
Is the latency for streaming applied to only the playing of the asset, or the entire event? A couple of examples of what I mean:
- In the case of a timeline which has two assets lined-up to start at the same time, where one asset is being streamed and the other pre-loaded, will these two assets play perfectly in sync with each other?
- In the case where multiple streaming assets are lined up to start at the same point on an event timeline, will they play perfectly in sync with each other?
-
Can the streaming buffer be “primed” by starting to stream a sound and then pausing it, allowing it to be resumed later without the latency incurred by initialising the streaming buffer?
I’ve been having a discussion about this with some other technical sound designers who also aren’t certain about it, so I would really appreciate an explanation of how streaming behaviour functions at this level for our collective enlightenment!
Thanks,
Zander


