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post
Superior Drummer 3 : Achieving more fluctuations on (Snare) ...
Forum post by Martin Trommler . Topic: Superior Drummer 3 : Achieving more fluctuations on (Snare) Rimshot sounds 😊👉

at Sat Jan 10, 2026 6:59 pm1768067971

topic
Superior Drummer 3 : Achieving more fluctuations on (Snare) ...
Topic by Martin Trommler . Forum: Superior Drummer

at Sat Jan 10, 2026 6:00 pm1768064444

Superior Drummer 3: Achieving more fluctuations on (Snare) Rimshot sounds 😊👉


Sometimes the Rimshot (and Shallow Rimshot) sound from a drum sampler (even SD3) can be a little too static/lacking in fluctuation (to avoid the term "machinegunning") (even though all available samples are loaded!), as the number of samples is not as high as that of the head articulations.

So I created a randomizer engine that achieves additional fluctuations
using a random 5-round robin with various mixer settings,
so that should suit the taste of all SD3 e-drummers who want more fluctuations on Rimshots.


---


And when maximum velocity (vel 127) is coming in, adjacent sample layers may not be played even though the "Use Adjacent Layers" function is activated.
This means that only samples from the "Hard" range ( -> 'Voices and Layer' setting ) are played and no (or at least not enough) samples from the upper "Gradient" range ( -> like velocity 126).

So if you also want to achieve additional fluctuations using a random generator engine that randomly outputs notes with a velocity of 126 (when the input velocity is 127) (the probability of these notes with a velocity of 126 is adjustable), you can use it, as I developed it.

This Vel Randomizer can generally be useful for SD3 in particular, as SD3 has these three layer range divisions and the “Hard” range is triggered by velocity 127 and the "Gradient" range is triggered by velocity 21 - 126.



The video shows the behavior/the sound from the default SD3 engine and then the additional BecauseDrumGeek 5-round robin Randomizer and finally the latter with the additional Velocity Randomizer (127 ➜ 126).

Input velocity is 127 for all hits in order to show the behavior/the sound for a comparison test.



Enjoy ❗️😊

Use good monitors / headphones !



SD3 setup for the video:
"Jazz Sessions" SDX - "Gretsch Round Badge" snare with all available Humanizing settings + maximum number of loaded samples


post
The world's most powerful and at the same time best-sounding...
Forum post by Martin Trommler . Topic: The world's most powerful and at the same time best-sounding and most authentic-sounding e-drum systems ❗️👉

at Fri Jan 09, 2026 1:59 pm1767963572

➜ Summer 2025 ➜ the world's most powerful and at the same time best- and authentic-sounding e-drums 😊👉

post
"Looking for best sounding sets at under something like 1K o...
Forum post by Martin Trommler . Topic: "Looking for best sounding sets at under something like 1K or 1.5K (with multiple 3-zone cymbals)"

at Sat Jan 03, 2026 1:29 pm1767443356

➜ 📢 How best to get started with VST-e-drumming -> ( + avoiding bad purchases) 😊👉

topic
"Looking for best sounding sets at under something like 1K o...
Topic by Martin Trommler . Forum: e-drum hardware , com...

at Sat Jan 03, 2026 10:57 am1767434265

I often see these posts:
"Looking for best sounding sets at under something like 1K or 1.5K (with multiple 3-zone cymbals)"

My answer:
This will be the most inexpensive and best sounding kit (maybe consider some used components) : eDRUMin10 or 12 + Roland PDX-8 pads (66€ new at drum-tec) + Roland CY-8 (as the hihat pad) + Yamaha HH-65 + Lemon/Zeitgeist or Unlock cymbal pads + Progressive Prodigy - Simen Sandnes Signature lib (60€!). Don't buy cheapo Medeli/Alesis e-kits because it will be over 10ms latency when connecting to software libs.
The eDRUMin provides the option to run multiple 3-zone cymbal pads.
If you don't have a suitable fast audio interface yet, check out the second hand market: e.g. Motu M2 or Arturia MiniFuse
🙂

post
Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek En...
Forum post by Martin Trommler . Topic: Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉

at Thu Jan 01, 2026 6:36 pm1767289007

Zitat von LudoA im Beitrag #3
Where is the engine to find/buy? Nothing on your site I can find.


➜ You would like to receive VST-e-drum engines / fixes and/or personal support? ➜ get in touch ! (shoot me a PM) 🙂

post
Roland V71/51/31 module: digital snare "PD-14DSX" + "PD-140D...
Forum post by Martin Trommler . Topic: Roland V71/51/31 module: digital snare "PD-14DSX" + "PD-140DS" -- Left / Right Hand Distinction Engine ➜ The drummer's sticking on an e-drum mesh pad is made audible for the first time ❗️ 😀👉

at Thu Jan 01, 2026 1:09 am1767226199

➜ Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉

post
SD3 - Snare Drum Engine : Left / Right Hand Distinction ❗️😀👉
Forum post by Martin Trommler . Topic: SD3 - Snare Drum Engine : Left / Right Hand Distinction ❗️😀👉

at Thu Jan 01, 2026 1:01 am1767225685

➜ Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉

post
What can you get out of the digital Roland snare : consisten...
Forum post by Martin Trommler . Topic: What can you get out of the digital Roland snare : consistent 4(+)-zone drum sampler translation 🙂👉

at Thu Jan 01, 2026 12:56 am1767225399

➜ Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉

post
Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek En...
Forum post by Martin Trommler . Topic: Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉

at Thu Jan 01, 2026 12:48 am1767224889

topic
January 2026 ➜ Happy New Year ❗😊 + The BecauseDrumGeek Show ...
Topic by Martin Trommler . Forum: NEWS

at Thu Jan 01, 2026 12:46 am1767224783

The BecauseDrumGeek Show Kit 👉

Come and see it in action and play it in 2026 ❗

Happy New Year ❗😊




∙



∙

topic
Roland (latest modules) + SD3 + BecauseDrumGeek Engine : inc...
Topic by Martin Trommler . Forum: Superior Drummer

at Wed Dec 31, 2025 9:14 pm1767212083

Roland (V71 / V51 / V31) module + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀

∙∙∙> 👉 LINK

ENJOY ❗😊

topic
Roland (V71/V51/V31) + SuperiorDrummer3 + BecauseDrumGeek En...
Topic by Martin Trommler . Forum: SNARE --- engines / fixes

at Wed Dec 31, 2025 9:03 pm1767211383

Roland (V71 / V51 / V31) module + SuperiorDrummer3 + BecauseDrumGeek Engine : incredibly powerful and great-sounding e-snare system ❗️😀👉


Video-LINK:
https://youtu.be/U067MNaX6s8




What the video also shows nicely (when only the right half is played) is the one-dimensionality of all non-L/R eSnare systems.


➜ Features :

∙ L/R distinction (all Head and Rimshot articulations)

∙ stepless Center-to-Edge Positional Sensing

∙ Center-to-Edge - Loss of velocity compensation

∙ Rimshots ( = Center Rimshots)

∙ Shallow Rimshots ( = Edge Rimshots)

∙ Sidestick (Cross Stick)

∙ Rim Only (Rim Click)

∙ the whole thing switchable (switchable while playing) to the WIRELESS version


-----

Is using Pitch the only way to achieve a L/R distinction (when there are no native L/R samples as in almost all SDX packs)?

➜ No, of course not! : the difference could be anything related to mixing technique; the pitch difference shown in the video is primarily intended for presentation purposes, i.e., to make the difference immediately apparent.
Btw, the linked YouTube video example uses not only pitch but also mixing differences (including panning) to distinguish between the left and the right side for the head articulations. It just makes it two-dimensional and works incredibly great when sitting behind the kit and playing that drum: I invite everyone to come and try out this setup for themselves at my place or at my exhibitions: you will find that this snare setup is by far the most attractive and best available in the e-drum sector.


ENJOY ❗😊






...


PS: ...I equipped this snare setup with the "additional Rimshot fluctuations Engine" and now this snare is just perfect ❗😊 (btw, you can also have these Rimshots ( -> Rimshots or Shallow Rimshots) instead of the Rim Only sound on the rim of the snare pad...) --- The additional Rimshot Engine can be checked out here.

post
the Sensory Percussion vs. SD3 comparison video : the bigges...
Forum post by Martin Trommler . Topic: the Sensory Percussion vs. SD3 comparison video : the biggest shortcoming of SD3... + ...fake news 👉

at Wed Dec 24, 2025 2:32 pm1766583143

Btw:
Some French guys measured the Sensory Percussion latency : video LINK: https://youtu.be/vf5tKWWlxdw?t=609

21 ms is way too much. This disqualifies Sensory Percussion for e-drumming (if that value is true).

post
the Sensory Percussion vs. SD3 comparison video : the bigges...
Forum post by Martin Trommler . Topic: the Sensory Percussion vs. SD3 comparison video : the biggest shortcoming of SD3... + ...fake news 👉

at Sun Dec 21, 2025 10:02 am1766307753

Negative opinions and video comments such as “Most e-drums are so far behind” (referring to SD3 in this case) are unfortunately also the result of such videos, and they naturally have a huge impact on the opinions of newbies and interested parties. The only remedy for this is education: people need to know that VST e-drumming (with good drum samplers like SD3 and some tweaks) can be extremely powerful and authentic.

topic
the Sensory Percussion vs. SD3 comparison video : the bigges...
Topic by Martin Trommler . Forum: Specialist media / tra...

at Sat Dec 20, 2025 5:03 pm1766246628

The 'Sensory Percussion' vs. 'Superior Drummer 3' comparison video circulating in some e-drum forums:
The biggest shortcoming in the default state of SD3... + ...unfortunately also manipulation (fake news)


video link: https://www.youtube.com/shorts/7gQlURygnX0



In general, it can be said that the SD3 sound used for the comparison ( -> the default SD3 preset) was very unsuitable. Due to the drum models used and their tuning, and above all because of the comparatively high proportion of room sound, it is very far removed from the Sensory Percussion sound presented. For a video like this with few SD3 settings, it could have been much more comparable in terms of sound, but I think that would have been contrary to the video maker's intention, because I assume he wants to make SD3 look pale in comparison to Sensory Percussion.

In general, this terrible shorts format with “super-detailed insights for the truly interested drummer through a few drum beats in a few half seconds” (end of sarcasm mode) cannot really be taken really seriously.


Timestamp 0:12 to 0:15 shows the biggest shortcoming in SD3, but also how the video creator has manipulated it badly:
Three sharply separated positional sensing zones (the abrupt transitions sound ridiculous and completely inauthentic!),
and then, unfairly (whether intentionally or by accident), fake news is also introduced through a bad envelope setting or video/audio editing: the “Rim Only” articulation does not mute the head articulations in SD3! In the video, however, this is suggested by a quick fade-out of the last head articulation played (in this case “Edge”) before the “Rim Only” plays. Since this fade-out effect is extremely noticeable here, I would call it manipulation (You must not set an envelope trigger* to manipulate SD3's default behavior or edit the audio in a comparison video like this!!!
* It is conceivable that the Sensory Percussion MIDI output, which most likely feeds SD3 here (instead of a more common trigger device such as a Roland module or eDRUMin), sends additional MIDI data such as Aftertouch in the case of rim triggers, which in turn has been set in SD3 to trigger the Envelope tail. This is not the default behavior of SD3!).

(With the “Sidestick” articulation, it is intentional that it actually mutes the normal snare head (Center/Off-Center/Edge/Rimshot), because it is realistic that the normal snare sound is greatly dampened when playing cross-stick. If you want to change this muting behavior (e.g., because you want to assign the “Sidestick” sound to the rim zone of the snare pad instead of the “Rim Only” sound), you can avoid this muting by using two SD3 instances in a DAW.)


The “stick-on-stick articulations” ( = "Stick Shot" in SD3) shown in the video, as well as authentic-sounding “muted snare hits” ( = "Muted Hit" in SD3) or “shell hits,” are irrelevant gimmicks for most drummers and can be easily achieved in SD3 (for SDXes that offer these articulations) by using normal stick hits on dedicated pads (or pad zones).


And what the video also fails to mention:
In addition to the normal (center) "Rimshot" articulation, there is also that overtone-rich "Shallow Rimshot" articulation in various SDXes, and both can be implemented as standard for e-drumming (i.e., also in SD3 Standalone), at least with Roland digital snare pads.


So the default SD3 snare Positional Sensing remains the key point of criticism when we observe the SD3 trigger behavior.


Of course, this doesn't have to be the case : This has already been solved (and even supplemented with L/R distinction if desired!) with BecauseDrumGeek e-drum Engines, ensuring maximum authenticity in SD3 snare playing.



By the way: you can't hear or see any stepless positional sensing from Sensory Percussion in the video (timestamp 0:04 to 0:07). I have never seen or heard authentic behavior from Sensory Percussion with regard to this point ( = “stepless center-to-edge snare Positional Sensing”). Let alone with the additional combination of Left/Right hand distinction across the entire diameter dividing the snare head in two halves. I also doubt that the trigger analysis of Sensory Percussion is on par with the digital Roland snares in this respect.

topic
Why I use Reaper and Cubase (...and what each DAW is good fo...
Topic by Martin Trommler . Forum: discussing and reviewi...

at Fri Dec 12, 2025 10:21 am1765531264

Reaper and Cubase ...and what each DAW is good for :


Reaper is the tool for real-time VST e-drumming

and

Cubase is the basic tool for midi / drum editing ...(for some MIDI-ediiting features I additionally use Reaper)


Cubase fails to be a suitable DAW for e-drum engines because even in 2025 you still cannot route midi from one track to another (*). (And there are other drawbacks, such as crazy bugs in the onboard MIDI plugins that appear with new major versions and cause your old projects/engines to no longer work -> What I just experienced with the new v15 is a total no-go...)

I use the Cubase MIDI/Drum Editor because it is simply better than the Reaper MIDI Editor in many aspects (e.g., appearance, customizability, workflow). However, there are also some features that I appreciate in the Reaper MIDI Editor, so I definitely use both; but I prefer to do the basic MIDI editing work in Cubase.


Why Reaper is my main Software Drumming DAW : DAW recommendation for VST-e-drumming ❗️👉


-----


* I avoid buying new Cubase Artit / Pro versions so I asked ChatGPT if anything has changed in terms of the midi routing issue.
This is what ChatGPT tells you about Cubase midi routing (in terms of routing midi from one track to another) :


my question:
Cubase 14 or 15 Artist / Pro: Is it now finally possible with those new versions to route midi from one track to another without using a midi plugin (that uses the vst buffer and therefore adds latency on midi routing)? (I know that it hasn't been possible with Cubase versions like v10 Artist / Pro.)


ChatGPT answer:
I checked current threads and user reports for Cubase 14 and 15 (Artist/Pro), and the short version is: No — you still can’t natively route MIDI from a MIDI track directly into another MIDI or Instrument track as a “track-to-track MIDI input” without going through a virtual MIDI port (that can be a VST plugin).

❌ What you still cannot do (as of Cubase 14/15) :
You cannot assign a MIDI track as the direct MIDI input for another MIDI or Instrument track. Tracks accept only MIDI ports, not other tracks.

Many users (on forums) still describe this as a limitation or “design quirk” of Cubase, even in the most recent versions.

🧐 What people say in 2025
A user in a forum post about Cubase 14 wrote only recently (Oct 2025):
“Inputs for instrument tracks can only be midi ports, not tracks. …"

And someone commented they don’t expect this to change in 15 — implying no official “track-to-track MIDI routing” was added yet. Steinberg Forums

🔎 Why this matters
Your original concern — avoiding a plugin-based (VST buffer) workaround that causes latency — is exactly why many users hoped for native track-to-track routing. But because Cubase’s architecture still expects “ports” rather than “tracks” as inputs, latency-free, direct track-to-track MIDI routing remains basically unsupported.

post
VST e-drum latency and module / trigger device latency 👉
Forum post by Martin Trommler . Topic: VST e-drum latency and module / trigger device latency 👉

at Thu Dec 11, 2025 11:54 pm1765493647

Example for an optimal setup and audio settings :

Roland module (like the "V51") (default Scan Time (like 2ms)) or an eDRUMin (Scan Time not more than 2.3ms)
➜ USB MIDI ➜ computer
➜ connected is a fast audio interface (like RME devices) : audio settings (ASIO / Core Audio): not more than 64 samples buffer size at 44100 or 48000 Hz sampling rate

post
Just switched to VST
Forum post by Martin Trommler . Topic: Just switched to VST

at Thu Dec 11, 2025 10:52 pm1765489933

And this should also be a good read for you: VST e-drum latency and module / trigger device latency 👉

topic
VST e-drum latency and module / trigger device latency 👉
Topic by Martin Trommler . Forum: e-drum hardware , com...

at Thu Dec 11, 2025 10:30 pm1765488621

VST e-drum latency chain :

1. the drum pad (drum pads / esepcially larger mesh pads can have a marginal latency according to the spot where it is hit and the position of the sensor. The internal latency of drum pads up to 14" is very low, tending towards zero in most cases.)
➜
2. the e-drum module / trigger device (manufacturer and model): especially the analog-digital conversion (as a piezo signal is an analog signal) and the "Scan Time" (adjustable on many devices). (Manufacturer and model: There are significant differences—so this is an essential point!)
➜
3. the MIDI-connection – USB MIDI or DIN 5 pole ( -> USB MIDI has speed advantages! - so use it!)
➜
4. the computer system with all hardware and software components (like USB controllers, mainboard/system drivers, CPU, RAM) + also: OS & BIOS real time audio optimization + also: Windows vs. Mac = ASIO vs. Core Audio *
➜
5. Software (and software settings): drum sampler / drum instrument + DAW/3rd-party DSP tools (all that can be 0 if latency-free tools/settings are used)
➜
6. Audio interface (digital-analog conversion) + audio settings (buffer size + sampling rate)



Information about module latencies from the Internet :

The only list of module latency for various e-drum modules available on the internet to date* unfortunately makes a crucial error in reasoning, at least with regard to the “scan time” factor:

Some of the listed modules (such as those from Efnote and certain Chinese modules, for example) do not have any settings for “scan time” - so it does not make sense to say that the scan time has been reduced to 0. And how much 0 is "0" anyway?! Some modules have a positive value in their minimum scan time setting (e.g., ChatGPT tells me that the Alesis Strata Prime module starts at 0.4 ms). How much 0 is “0” in technical detail?? (That's for sure: it cannot be 0!)
So, there's some inconsistency here, especially when you specify exact decimal places in the millisecond range...

I advised the author of that list to always include the manufacturer's “default scan time” in the test result for a module model (since it can be assumed that a manufacturer has optimized their “default scan time” for pad type "X") – anything else makes little sense.
Speaking of pad types: I would always use a rubber pad for testing module latency and write down the pad type and the default scan time specified for that particular pad in the test results.


...And there is another point about that list of module latency results: an app was used for the tests ➜ So how trustworthy is that app and how does that particular app exactly work? (can we get any detailed technical information about the principle of function of that app?) - I would only trust my method: How to measure software drumming latency with a mic 👉


* It would be nice if that list (that is available at digitalDrummer.com) could be updated, so that e-drummers can find out about their actual and consistent* module sound latency.
VST e-drummers can then use such a list to draw conclusions about the MIDI latency of a module/trigger device (the time from hit to MIDI data ready to be transmitted at the device's midi output): for high-quality devices, you can then subtract an average of approx. 1 ms converter latency.

* Again: very important: Leave the module/trigger device set to its default scan time for the test! + with information about the pad used for the test (rubber pad vs. mesh pad)!



------



In essence, for VST e-drummers, there are a few things to consider :

Make sure your total latency does not exceed 10 milliseconds! Anything less than 10 ms is fine. The lower the latency without the following points (and therefore the greater the headroom towards 10ms that can be used for these points, which should always be taken into account), the better!

Point 1: Sloppily cut drum samples do occur, so one should not categorically assume that there is no silence (or near silence—or, for our purposes, wasted pre-time) before relevant audio material. I have seen hihat pedal “Chick” samples that wasted 3 ms, for example.

Point 2: “Hidden buffers”, e.g., from MacOS “Core Audio” (*), which are not specified in the latency report of an audio app or DAW.

Point 3: Possible latency caused by the virtual drum instruments themselves:
∙ through resampling (i.e., when the native sampling rate of the drum samples is not used as the audio setting),
∙ through latency-inducing DSP audio effects,
∙ or even due to a general fixed latency of a VSTi / AUi (such as the recent latency deterioration of Toontrack drum samplers (SD3 and EZ3) with a general latency of 16 samples since v3.4.1 for SD3 and v3.1.1 for EZ3 in the plug-in versions).

Point 4: Use of DSP audio effects that introduce slight latency in the DAW, independent of the drum sampler/drum instrument. Example: I want to make the sound cooler and louder by using a good-sounding clipper in oversampling mode (SubMission Audio's ”Flatline2” adds approx. 1.5 ms at 16x oversampling (at 44.1 or 48 kHz) -> I have to factor this additional latency into my headroom for this extra sound).


And be critical of latency reports from audio apps, as these can be very generic mathematically and completely ignore DA converter latency (then the audio app is the culprit) or there can be audio interfaces that do not report reliably (then the audio interface is the culprit).
An example of a hardware/software combination for reliable and authentic report: RME ASIO driver + Cockos Reaper DAW + Toontrack Superior Drummer 3 drum sampler


-----


(*) This is what ChatGPT tells you about the additional hidden latency from Apple computers :

my question:
Is, for example, an “RME Babyface Pro FS” with identical audio settings (sampling rate
(e.g. 44100 Hz) and buffer size (e.g. 32 samples)) under Core Audio overall
equally fast compared to the native RME Windows ASIO driver? I’ve read somewhere
that Core Audio has a small hidden safety buffer.

ChatGPT answer:
No – in practice, an RME interface under Windows with the native RME ASIO driver is slightly faster than under macOS/Core Audio, with identical buffer sizes. The difference is very small, but real, and it is caused by an internal safety buffer of Core Audio that does not exist in the same way under Windows ASIO.
You read this correctly somewhere – this additional buffer really exists.

Why is ASIO a few milliseconds faster than Core Audio?

Core Audio has a built-in safety buffer
macOS uses a software safety buffer in addition to the configured hardware buffer, typically:
1× additional buffer length or
a fraction of it depending on the device/host
This safety buffer exists for stability so that plug-ins have time to process and no
dropouts occur.

This buffer is not shown in the DAW, meaning you set e.g. 32 samples, but in reality
Core Audio processes 32 + additional internal samples.
Windows ASIO does not have to do this, because ASIO gives full audio control to the driver.
Therefore:
Under Windows, the actual roundtrip latency is smaller with the same buffer size.

RME ASIO drivers are extremely optimized
RME is known for delivering especially low latencies on Windows. Measurements (e.g.
from DAWbench) show:
Babyface Pro FS @ 44.1 kHz
32 samples ASIO: ~3.9 ms roundtrip
32 samples CoreAudio: typically ~4.7 – 5.2 ms roundtrip
The difference is about 0.7 – 1.3 ms, depending on the DAW.
macOS can be very stable, but not quite as “raw low-latency” as ASIO + a good
manufacturer driver.

Here is a table that compares only the output latency (D/A conversion + driver/system buffer) at
32 samples buffer size — exactly what matters if you play e-drums → VST and only listen to the audio output.
These values are typical measured output latencies of the RME Babyface Pro FS under:
Windows (ASIO)
macOS (Core Audio)
with identical buffer sizes.
Note: These values are extremely realistic (derived from DAWbench/RME tests).
They show only the output side, i.e. without the input path and without roundtrip overhead.

Audio Output Latency – RME Babyface Pro FS
(in milliseconds, based on real typical measurements)

44.1 kHz sampling rate:

Buffer________Windows ASIO_____macOS Core Audio_____Difference
32 Samples______~1.6 ms__________~2.1 – 2.2 ms_________~+0.6 ms

48 kHz sampling rate:

Buffer________Windows ASIO_____macOS Core Audio_____Difference
32 Samples______~1.5 ms__________~2.0 – 2.1 ms_________~+0.5 – 0.6 ms


✅ Essential insights:

1. Core Audio is always a bit slower
The additional internal safety buffer of Core Audio consistently produces +0.5 to +0.6 ms
more output latency.

2. ASIO is slightly more direct
At 48 kHz, 32 samples (typical e-drum setup):
ASIO output: ~1.5 ms
Core Audio output: ~2.1 ms
→ ~0.6 ms difference

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