Ok, I uploaded a little quick'n'dirty demo program:
http://www.itak.de/share/audioplay.rarSo what I do there is:
- Load the sound in a SFML SoundBuffer and create a sound object
- Load the sound in a byte array and create a .NET Audio Device
- Start two threads, one for SFML one for .NET Audio Device
- Wait for the threads to synchronize
- Start both players
- Should result in a single "beep", but I hear a "bebeep" (--> one is delayed)
But uhm, now that I benchmarked it that way I just found out that the delay more or less is just a few msec (< ~30msec). So it should not matter and SFML should be working correct. I must have messed up something with the original code were I thought it would be delayed much more...
I guess you can close the topic Laurent. Seems it was a false report. Sorry for that.