April 30, 2026
9:23 p.m.
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. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/10792#note_138462