Mixing buffer size?
The mixing buffer is what the game keeps filling with audio data to pass to the sound hardware (through the OS sound interfaces).
Using a very long buffer means the game does not have to run its sound code as frequently, and the sound system is less likely to run out of audio data to play when the computer is under heavy load, but all audio will be somewhat delayed.
Using a very short buffer means the audio will have little delay, but if the game (or the system running it) is having performance issues, the audio may start having gaps or looping artifacts when the game can’t manage to run its fill-buffer-and-pass-to-sound-API code frequently enough.
The optimal setting should be the shortest buffer size that doesn’t cause extra sound glitches.
Thank you for the answer. So if I understand this correctly, I should set the slider initially to the far left (lowest latency and theoretically best sound experience), and if I get sound glitches I should move it to the right a notch, until I get no glitches?