- cross-posted to:
- linux_gaming
- cross-posted to:
- linux_gaming
I wonder if the rate switching will change anything for those of us who like to have their sample rate at 48k and currently suffer from gradually growing audio delay in CS2.
Wait is this why my audio is delayed? I’ve been running Pipewire at 96 kHz and noticed this issue in CS2
There’s an open issue somewhere on GitHub (Valve’s CS2 repo), it seems to be an issue with SDL, which Counter Strike uses to interface with pipewire. Afaik no one is quite sure why the delay builds up, but it doesn’t seem like an issue with pipewire itself.
This is the best summary I could come up with:
Following last week’s PipeWire 1.0 release candidate, today a second release candidate was published as part of the project’s plan for reaching v1.0 before the end of the year for this widely-used Linux audio/video streams server that is a viable replacement to the likes of PulseAudio and JACK.
With today’s PipeWire 0.3.82 (1.0 RC2) it mostly consists of bug-fixes but there is also improved rate switching, RAOP module enhancements, improved client property checks, and more.
Some of the highlights for this second PipeWire 1.0 release candidate include: - Fix a regression in some devices when the Pro-Audio profile was selected.
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Only enable the IRQ based scheduling and device linking in specific safe cases.
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Fix regression in alsa wakeups that would cause silence in VMs.
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Fix a leak in the SBC codecs for SCO.
The original article contains 177 words, the summary contains 136 words. Saved 23%. I’m a bot and I’m open source!
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