... no, I still think it's a bug.
I guess if it was 2 seconds it might be more bearable.
So, when you start streaming music, it starts playing immediately, but it tries to send data faster than it is played until you have a decent buffer. Obviously, this would only work for non-realtime things.
On a side note, it's interesting that this buffering problem is identical with switching channels on any streaming service, and that the buffering delay is a significant psychological barrier to moving around, and that traditional radio works really friggin' well for what it does.
I'm waiting to buy wireless headset until they hit the market. Could take a while though.
It works like this on both iOS and Android devices.
So it depends on the headphones.
Of course that only helps with premade content. If you're playing a game the OS can't adjust the game for 200 ms of lag, everything is just going to be out of sync.
At least one of the headphones has been a very high quality LG (HBS900?). Oddly, I've had the best connectivity with a cheapo freebie headphone set that has audio so bad that I can't stand to use them..
My phone (or my car) does about 2 seconds of buffering, which is usually just enough -- however, it applies the buffer regardless and doesn't synchronize to any other content. So, using BT to try and watch any videos completely fails.
See my comment elsewhere here, I had a set of Outdoor Chips bluetooth speakers for my ski helmet that would cut out if I turned my head the 'wrong' way and I returned that garbage posthaste.
1 megabit (did you mean megabyte?) of memory is not worth noting. It could be integrated into the IC that contains the entire system for headphones quite easily. That system already has memory in there anyway.
Standards have not been made considering today's availability of memory and resources
There is currently exactly as much memory as needed. That does not make it unrealistic to extend it with a buffer. Cheap SBC-only devices certainly won't do it as those are solely about cost optimization, but the beefier, pricier AAC/Apt-X multi-device capable bluetooth audio sink solutions that sell for premiums could easily incorporate a bit of extra memory. 1Mb (megabit) would give a few seconds of buffering, which would be sufficient. It'll take a bit more silicon, but nothing absurd. Hell, it could be external memory over SPI, so integrators could select buffering capability themselves, without significant cost/silicon area increase of the bt chipset
However, to actually utilize buffering, you'd need a higher bandwidth link than is required for live playback to catch up after connectivity dips. Buffering by itself only adds latency. The question is then whether you'd want to use your link bw for resilience of low quality audio, or instant high quality audio...
Last week I accidentally found out that I can use two phones at once with integrated HF in my car's radio as long as they use different BT profile (somewhat unsurprisingly, while trying to fix completely unusable sound quality over BT)
I don't think your phone will try to use A2DP for a call.