Comments (1)
Reason is overlap of collection scenariosInPlayback with inside and outside world. Collection should be synchronized and atomically copied before used in Stream's. Check also other overlapping collections after refactoring.
from immerse.
Related Issues (20)
- AudioInputBuffer should actively keep live streams in sync HOT 1
- Support all audio formats for live streams HOT 3
- Refactor out input/output flag in ImmerseAudioFormat
- Can Url and Supplied Audio Resources still be live? HOT 1
- Research Java Sound API behaviour of different microphones HOT 3
- Research detailed behaviour of SourceDataLine HOT 8
- Refactor UdpAudioResource to better handle the many parameters
- Implement own audio format converters that use minimal amount of buffering
- General volume feature for every playback HOT 1
- Now that we have DynamicData for all ScenarioSettings with time state, can we get rid of the Factory stuff?
- Generify some DynamicData stuff in ActiveScenario?
- Measure delay in DynamicData start time and real audio start time and consider refactor
- Re-research right internal OS buffer size for all systems HOT 1
- Bug: playback randomly stops after heavy stuttering HOT 2
- Is dynamic volume setting linear?
- Does dragon wings file cause ticks in plackback because of overflow in Audacity? HOT 2
- Research and fix weird indexoutofbounds bug
- Is stopping playback a source of hickups?
- Bug: AudioInputBuffer ArrayIndexOutOfBounds
- Performance issue: playing through adventure service is much heavier on CPU than local HOT 5
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from immerse.