https://bugs.winehq.org/show_bug.cgi?id=46725
--- Comment #23 from Paul Gofman gofmanp@gmail.com --- (In reply to Ethan Lee from comment #22)
Created attachment 66679 [details] FAudio Quantum Patch
Going to completely wing it for a second... attached is a patch that forcibly sets the quantum of the audio device to be exactly 10ms (or 21.33 per the spec for 1024_QUANTUM). This _should_ be the same as the earlier patch in theory. How it affects the stability of the native audio devices (WASAPI in particular scares me a lot) I have no idea, but if SDL's internal streaming works correctly this should sound okay and also give the MaxFrameCount that the game is expecting.
Yes, it works as expected and fixes the issue. I realize that it can potentially have some caveats. During the brief testing with the demo I could not hear obvious sound problems.
FWIW, I found what MS says about 10ms quantum [1]: "All audio processing takes place in a separate thread with a periodicity defined by the graph's quantum (currently 10 milliseconds on Microsoft Windows, and 5 1/3 milliseconds on Xbox 360). Every quantum milliseconds, the thread wakes up and disperses quantum milliseconds of audio data through the entire graph."
1. https://docs.microsoft.com/en-us/windows/win32/xaudio2/xaudio2-audio-graph