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Superpowered Audio Engine for Games, Music and Interactive Audio Apps on Android, iOS & OSX.
Low Latency Audio. Cross Platform. Free.
[0:00:10]
Speaker 1: I think Lee has another question here about BPM. So, he says, I start to rapidly modify the BPM state of true players, changing the BPM on each audio callback run over 100 times a second that are in-sync, leads to performance issues and players are falling out of sync. I fixed this by ensuring that the BPM value is not updated on the player more than twice a second. Does this sound reasonable? He may need to elaborate on what exactly is going on when updating the BPM value of a player that is being time-stretched.
Speaker 2: Actually, this shouldn’t happen. I mean, if you change the BMP value of every audio processing turn, then it should not create any performance issues or falling out of sync. Just check my DJ Player application please. It’s available for free in the app store. You can use the tempo fader there and do a live tempo change and you will not hear these performance issues or out of sync issue. So, perhaps your [0:01:18][Inaudible] is a little bit off or your BPM value is a little bit off for your specific player, so this is why they may go out of sync. But if you change the BPM value on every turn of the audio processing callback, it should not cause these problems.
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