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ASIO was one of the options I considered for achieving the lowest possible latency on Windows. However, most consumer machines lack sound card support for native ASIO, and ASIO4ALL presents its own challenges in maintaining low latency. For these reasons, I didn't pursue it further. Currently, SoundFlow utilizes miniaudio for communicating with audio backends and handling audio I/O. If miniaudio were to support ASIO, SoundFlow would inherently work with it. However, implementing ASIO as a separate native layer, akin to miniaudio, would be a time-consuming endeavor. I have very limited time available – approximately two weeks – before I'll be largely unavailable for about a year. During this year, I might be able to return home for a day each month, which would allow for minor bug fixes but not new feature development. These two weeks are already dedicated to more urgent tasks, such as implementing custom decoders (e.g., FFmpeg, Opus, Vorbis), in addition to releasing another open-source project before my departure. Therefore, implementing a new backend, especially one I don't yet fully understand, is not feasible within my current timeframe. |
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Thanks for reply. Thank you for your hard work. |
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I'd like to suggest adding native ASIO support for SoundFlow on Windows.
Using the default audio APIs on Windows can lead to noticeable latency (even WASAPI exclusive), especially for professional users who need precise, real-time audio. This is a common issue for anyone working with audio production, sound design, or latency sensitive game like rhythm game on a PC.
ASIO is the industry standard for low-latency audio on Windows. Implementing this would be a huge benefit. It would help professional users and give SoundFlow a significant advantage on the platform.
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