Re:Why I Write Games in C (yes, C)
by detaro on Saturday September 21, 2019 @09:20PM
(#21039022)
As long as the individual event happens seldom enough few of these actually are a big problem. Soft real-time being allowed to blow deadlines doesn't mean it can't be expected to have a very high rate of success (at least that's the definitions I've learned), and clearly a sufficiently low rate of failure is tolerated. There's a vast difference between "there's an audio stutter every day/week/month/..." and "noticeably stuttering audio". The production side is obviously a lot more sensitive about this than playback, but will still run parts e.g. on relatively normal desktop systems because the failure rate is low enough.
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The production side usually renders the final audio mix off-line, so no real-time requirements there for getting optimum sound quality. I'd say the occasional rare pop or stutter is worse to have during a live performance than when mixing and producing music.