[2:24:15][Is it inexpensive to query for the play cursor and the write cursor?]
[2:25:03][Audio seems to be the most complex part until now, which will be the next most complicated thing?]
[2:26:58][Audio asserts are a pain when you're debugging other things. Change to log messages.]
[2:27:46][If we had a buffer that played from start to finish, would it be a valid syncing method to manually set AudioTimer = VideoTimer?]
[2:28:45][Fully visualize waveforms and remove gradient. Turn entire thing into massive audio visualizer.]
[2:29:42][Could you please increase ToneHz to 512, my crappy laptop speakers can't output 256?]
[2:30:29][Will this audio system be able to handle music and sound, or will the game have to mux the audio for us?]
[2:31:08][How will you make sure that you don't have regressions in some parts that are not that easy to spot right away?]
[2:31:54][I'm sorry if I'm being slow, but I still don't truly understand why exactly the audio is jumping. It just seems like we should be able to handle it more simply.]
[2:39:55][Callback to earlier half of question: (I'm sorry if I'm being slow, but I don't truly understand why the audio is skipping.) The original audio skipped when we moved the latency to be inside of three frames.]
[2:42:25][If it's not too much of an issue, can we have line numbers on the side when you are coding so we can get a grip of where you are.]
[2:43:08][It's more likely to be the accumulation of a small value onto a larger value that is a numerical problem. Mantissas not lining up.]