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That's true in things like phone calls, but I did read the article looking for cases like that and didn't see any. It is all about post processing, where latency isn't an issue. All you need for that case is an accurate clock embedded in the stream.

It really isn't rocket science, whereas here we have an entire article on keeping latency down in multithreaded code which should tell you it's both time consuming and requires an pretty skill full programmer. The rocket science bit starts after it's been written, and someone who doesn't have the big picture on where all the latencies are starts touching the code. The program doesn't break in an obvious way, or even deterministically. Instead the first symptom you are likely to notice is heisenbugs occurring in production and the frequency is gradually increasing as the code ages. Tracking that down and fixing it is rocket science.

Compared to that the price of adding a buffer plus a clock in the next re-design is less than peanuts. We've been doing this stuff for decades now and gone through plenty of re-designs, which is why I'm amazed it hasn't happened.




But what makes you think sound cards don't have buffers? They do, plenty of it. You can easily cause any modern OS to have multiple seconds of audio lag by cranking the buffer size. People just generally don't want that from their system which is makes all this somewhat tricky.

Of course if you're doing batch processing you hardly care about latency and the problem is trivial except for the fact that if you hit the play button in your post processing software you still expect instant audio output, especially for deciding cut points and whatnot.




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