Originally posted by Farmboy0
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With recent Unity5 games I experienced crashes on game loading so I decided it was time to move to pulseaudio, and I failed:
After removing snd-aloop from loaded modules, removing ~/.asoundrc, installing alsa-pulse (which creates an additional file with pulse alsa sinks), pulseaudio ended up using 3%~5% of the total time of my AMD FX-8350 (the most cpu-intensive background program on my setup and by far). But, well, that aside I'm also getting an annoying delay (like ~0.5 s) on playback.
I tried to lower the samples (on the config files) to mitigate the delay, but that changed nothing.
Right now I ended up doing this ugly thing: my old ALSA-only setup, running pulseaudio within alsa (pointing to my custom dmix instead of the actual hardware) only when I need it. All my Unity5 games had their execution line changed to pulseaudio --start; %command%; pulseaudio --kill.
No need to say that I'm still getting that 0.5 s delay on playback on these games, and it really sucks...
If you have some magic hint to throw, please throw it, kung fury with 0.5 s sound delay is unplayable.
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