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RealtimeKit and the audio problem

RealtimeKit and the audio problem

Posted Jul 1, 2009 23:47 UTC (Wed) by jwoithe (subscriber, #10521)
In reply to: RealtimeKit and the audio problem by drag
Parent article: RealtimeKit and the audio problem

A minor detail: in terms of the human ability to detect latency it is often as low as 10 ms although it does depend a bit on what you're doing. Perhaps for some 100 ms is acceptable but in many situations I can "feel" latencies of the order of 20 ms. I know several professional keyboard players who need to go to 10 ms or below before things "feel" right. Certainly for me a system latency of 100 ms is far too large.

In some cases latency compensation (as implemented in Ardour for example) can help out. In others (such as running incoming audio through realtime effects for live work) there is no getting around the need to lower system latency as much as possible. In this latter case the target latency needs to be somewhat lower than 100 ms - probably closer to 10 ms or there abouts.

For those working with low system latencies (of the order of 10 ms) the chances of audio skips and other related problems are *much* higher than they are for those who are able to work with higher latencies.


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RealtimeKit and the audio problem

Posted Jul 2, 2009 23:19 UTC (Thu) by Tuxie (guest, #47191) [Link]

I'm nowhere a professional musician, but I have found latencies above 30 ms to be extremely annoying when playing the keyboard, especially when I use electronic zero-attack sounds rather than more natural sounds. When playing the guitar however, anything above 15 ms is almost unusable.

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