Audio delay over time

AaronD

Active Member
*Which* audio? Stream? Recording? Monitor? Something else? Those are all different questions with different answers.
 

AaronD

Active Member
Hmm... That I don't know.

The *Monitor* has a known problem, that comes from clock drift between OBS and a physical sound card, and the code being written as a standard network thing instead of the real-time thing that it actually is. The two different physical clocks get out of sync, that messes with the buffer, and the standard network response is to grow the buffer. End of thought. No apparent limit on how big that buffer can be, which translates to a delay. But if the Monitor is going somewhere that uses the same physical clock (not just the same setting, but the actual same physical source), then it's fine.

The Stream and Recording always use the same clock as OBS, so they shouldn't have that problem. They might have a *different* problem though.

One potential issue might be the selective captures, like Application Audio, or Game, etc. I've seen people have this sort of trouble with those, whereas the older, more general captures "just work". You have to be a little bit more of an engineer to use the Screen/Display Capture, Desktop Audio, Output Audio, etc., in the sense of actually controlling what they get instead of just "letting them work", but if you can dedicate a screen to that and nothing else, if you can dedicate an audio device to that and nothing else, etc., then they do kinda "just work" in the sense of doing what they claim to do with no side-effects.

Essentially, those older captures are like connecting to a hose and accepting whatever comes through that hose, and then you control by other means what goes into that hose. The newer ones are like having it watch the entire river and pick out specific things as they go by. Sometimes that works, sometimes it doesn't.
 
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