So, I've integrated OpenGL through OpenTK very nicely into my application. It's beautifully fast and sitting at about a third of the CPU consumption of an equivalent native application, thanks to OpenGL shaders.
I have begun to integrate OpenAL as well and I think I have the streaming playback structure correct. However, I'm getting severe stuttering effects and some very odd behaviour on Vista 64-bit with a Realtek ALC850 audio processor - e.g. on some runs I call alSourcePlay() with a full set of queued buffers and the source reports that it is playing for a long time before processing even a single buffer.
I thought I had done something wrong but here's the kicker: the example Playback.cs (from 0.9.1 and SVN) stutters severely as well. A similar native playback example from the OpenAL SDK plays without any problems. Has anyone run into this?
I will try porting the OpenAL SDK example line by line next because it's so simple that there can't be that many things going wrong in the C# layer.
Edit: Er, oh. This problem goes away (in both the example and my application) if I use Alut.Init() instead of an AudioContext object. Well that works for now!