http://bugs.winehq.org/show_bug.cgi?id=32639
Andrew Eikum aeikum@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |aeikum@codeweavers.com
--- Comment #4 from Andrew Eikum aeikum@codeweavers.com 2013-05-31 10:36:18 CDT --- I can reproduce this. It seems to be a timing issue. The game requests a primary buffer at 32kHz. Before Maarten's patch, the device sample rate was actually changed by this request. After the patch, we don't change the actual sample rate. This causes a change in timing values reported to the application, which behaves badly.
I'm digging into exactly what timing changes cause the problem.