


- #WHY DOES THE WINDOWS GAME DVR AUDIO SO BAD DRIVER#
- #WHY DOES THE WINDOWS GAME DVR AUDIO SO BAD PLUS#
Increase the audio buffer length - For Windows and macOS, make sure the Buffer length setting is not less than 10 ms (441 samples).Everything should be 44.1 kHz (44100 Hz), or 48 kHz (48,000 Hz) if that is not available for one or more devices in the chain.
#WHY DOES THE WINDOWS GAME DVR AUDIO SO BAD PLUS#
The latter one requires more than 4X the calculations compared to 44.1 kHz! ALSO make sure your computer Audio Setting Output 'Sample rate' and the Audio Interface Output 'Sample rate', plus Input 'Sample rate', all match.

#WHY DOES THE WINDOWS GAME DVR AUDIO SO BAD DRIVER#
Whichever driver you use, download the latest from your audio device manufacturer. Look first for the native ASIO driver that installed with your audio device OR if one is not available use the Image-Line FL Studio ASIO. Windows, one of the most important settings is to select an ASIO audio device driver from the Input / output menu.Some very important settings are located on Options > Audio: Further information is available in the FL Studio Optimization YouTube playlist. If you do hear glitches in an exported audio, then it's a plugin behaving badly. Underruns also can't occur in exported wave or mp3 files as the render process can take as long as it needs to generate audio. Loading projects and plugins will cause underruns and so the total count should not bother you. Underruns only matter during real-time playback System issues are less so, as you can experience underruns despite the CPU meter showing relatively normal or even low levels. CPU overload is quite obvious as you will see the FL Studio CPU meter climb toward 100%. The two main causes for underruns are CPU overload and System issues that prevent the CPU operating at peak efficiency. If the buffer runs out before your CPU can make enough audio, your audio device will start crackling or stuttering as there will be gaps in the live audio-stream. In this case some of the buffered audio can be used while the CPU catches up. The purpose of pre-rendering is to allow a 'buffer' for short spikes in CPU load when your computer can't keep up with 'real-time'. The length of the segments is set by the Buffer length in the Audio Settings (normally 10-20 ms). When you play a project in FL Studio, the live audio you hear is rendered, ahead of time, in small segments that are sent to your audio interface. Follow the procedure step-by-step! This page contains over 24 years of technical support wisdom, so please use it. The good news is there is a good probability they can be eliminated, if you take the time to make some adjustments to FL Studio as shown below. If your CPU load climbs too high, you will hear clicks, pops or stuttering in the live audio.
