From mboxrd@z Thu Jan 1 00:00:00 1970 MIME-Version: 1.0 In-Reply-To: <3f8f6f02de9b468fb98c3718a02fe13a@quanstro.net> References: <0417222f1a9d32459a31e9ce8629b086@9netics.com> <3f8f6f02de9b468fb98c3718a02fe13a@quanstro.net> Date: Thu, 13 Aug 2009 09:31:34 -0400 Message-ID: <9ab217670908130631j40b1ee11wafef5c17a57221ec@mail.gmail.com> From: "Devon H. O'Dell" To: Fans of the OS Plan 9 from Bell Labs <9fans@9fans.net> Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Subject: Re: [9fans] audio standards -- too many to choose from Topicbox-Message-UUID: 4660f602-ead5-11e9-9d60-3106f5b1d025 2009/8/13 erik quanstrom : > On Thu Aug 13 02:43:54 EDT 2009, 9nut@9netics.com wrote: >> > I'm not sure either latency or RT is proper terminology here. But >> > I believe what I meant was clear: when you need overall latency >> > to be around 5ms you start to notice 9P. > > when you need the overall latency to be around 5ms, > aren't you need a suitable network? =A0(or none at all) When you're doing audio work, latency is an issue on playback when you're playing with a recording. 5ms is acceptable, but getting much higher is not. However, one of the other key points is that a consistent latency is important. 50ms might be fine for playback with video if it's a constant 50ms, but if you start drifting +- 10ms, things can get wonky pretty quickly. This is easily demonstrable with rhythm games (such as Rock Band or Guitar Hero) where latency induced by a home audio system (mine at home is about 15ms induced by my receiver and 5ms using the Xbox digital output) can have a very significant negative impact on gameplay when one plays primarily by sound. (Sound cues are easier to keep beat by than visual). --dho