Skip to content

Accept CoreAudio slices on devices slower than 48 kHz - #9

Closed
thebornster wants to merge 1 commit into
OZORDI:mainfrom
thebornster:fix-coreaudio-slow-device-slices
Closed

thebornster wants to merge 1 commit into
OZORDI:mainfrom
thebornster:fix-coreaudio-slow-device-slices

Conversation

@thebornster

@thebornster thebornster commented Oct 27, 2026 •

Copy link
Copy Markdown

On a 44.1 kHz output device the CoreAudio render callback rejected every slice. The limit it checks is in device frames, but it was compared against 48 kHz client frames, about 279 per 256-frame slice. The audio ring never drained, so the game stayed on a black screen with no sound after the intro. This scales the limit by the rate ratio.

Tested on an M1 MacBook Pro with the built-in speakers at 44.1 kHz: sound plays and the game gets past the intro. Before this fix, the only workaround was switching the device to 48 kHz.

thebornster

@thebornster
thebornster marked this pull request as ready for review October 27, 2026 10:57
The maximum frames per slice is reported in device frames, but the render callback checks it against 48 kHz client frames. On a 44.1 kHz output device the converter asks for about 279 client frames per 256-frame slice, so every callback was rejected. The audio ring never drained, the game's audio engine stalled, and the screen stayed black after the intro. Scale the limit by the guest-to-device rate ratio.

Signed-off-by: thebornster
@thebornster
thebornster force-pushed the fix-coreaudio-slow-device-slices branch from 2368c90 to 7dcffa6 Compare October 27, 2026 10:58
@thebornster thebornster closed this Nov 2, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant