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Depending on platform the sync could differ a bit. A default offset doesn't always work.
For this we need to calculate the processing time and also we need to smooth out the delay change. Otherwise there could be hiccups in the delayed audio.
This implementation would only work on native as webGL doesn't support OnAudioFilterRead()
The text was updated successfully, but these errors were encountered:
Depending on platform the sync could differ a bit. A default offset doesn't always work.
For this we need to calculate the processing time and also we need to smooth out the delay change. Otherwise there could be hiccups in the delayed audio.
This implementation would only work on native as webGL doesn't support OnAudioFilterRead()
The text was updated successfully, but these errors were encountered: