On Thu Apr 30 21:33:35 2026 +0000, Paul Gofman wrote:
I doubt this is correct. Advancing read pointer affects app-visible timing, and that is an invariant: the audio timing should advance strictly real time based. It is not only audio related even, some game engines base game time on mmdevapi time. That's why '`/* regardless of what PA does, advance one period */'.` Whenever the actual crackling problem is I suppose it should be solved else wise, without compromising app's audio timing following pulse audio setup. Thanks for the feedback. Then this looks like a pretty serious problem, because the timer is incorrect. I still think it is sensible to not lie about the reality - but the timer must be fixed to avoid the issues altogether. There is no winning here otherwise - either some games are slower and don't crackle, or they aren't slow and crackle.
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/10792#note_138463