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  2. Latency (audio) - Wikipedia

    en.wikipedia.org/wiki/Latency_(audio)

    Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system, and when it emerges.Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion, and the speed of sound in the transmission medium.

  3. Advanced Audio Coding - Wikipedia

    en.wikipedia.org/wiki/Advanced_Audio_Coding

    The audio files can be replayed using the pen's integrated speaker, attached headphones, or on a computer using the Livescribe Desktop software. The AAC files are stored in the user's "My Documents" folder of the Windows OS and can be distributed and played without specialized hardware or software from Livescribe.

  4. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.

  5. Say Goodbye to Input Lag With These Tried-and-True Xbox ... - AOL

    www.aol.com/goodbye-input-lag-tried-true...

    This Xbox controller is comfortable and ergonomic, and features a 3.5mm stereo headset jack, just like the Xbox Core controller. The included 10-foot USB cable is detachable, making it easy to store.

  6. Opus (audio format) - Wikipedia

    en.wikipedia.org/wiki/Opus_(audio_format)

    Possible bitrate and latency combinations compared with other audio formats. Opus supports constant and variable bitrate encoding from 6 kbit/s to 510 kbit/s (or up to 256 kbit/s per channel for multi-channel tracks), frame sizes from 2.5 ms to 60 ms, and five sampling rates from 8 kHz (with 4 kHz bandwidth) to 48 kHz (with 20 kHz bandwidth, the human hearing range).

  7. Dynamic range compression - Wikipedia

    en.wikipedia.org/wiki/Dynamic_range_compression

    The non-delayed side (the gain control signal) is used to drive the compression of the delayed signal, which then appears at the output. This way a smooth-sounding slower attack rate can be used to catch transients. The cost of this solution is added audio latency through the processor.

  8. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Should the latency between players exceed an established buffer window for the remote player, the game must wait, causing the screens to "freeze". This occurs because a delay-based netcode does not allow the simulation to continue until it receives the inputs from all the players in the frame in question. [ 4 ]

  9. AOL Help

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    Get answers to your AOL Mail, login, Desktop Gold, AOL app, password and subscription questions. Find the support options to contact customer care by email, chat, or phone number.