Original Post
I'll try and keep this simple. Sixty times a second, I generate one video frame and 1/60th second of audio samples. I cannot tell what the image or sound are going to be ahead of time. The image can be presented in a number of ways; this is easy (I copy to a texture and render a quad in D3D). I have no idea how the sound can be output. This is my question: how can it be output?
Boring footnote: I have been informed that the waveOut API and DirectSound can both do what I need, but I do not know how and cannot find any relevant information about either. Most of my previous attempts (I have been working on this problem for well over a year now!) have been based around constantly filling a sound buffer with FMOD via callbacks, but the erratic rate of callbacks has meant that I cannot keep audio and video in sync, and however small I set the buffer there's a good 2 second lag.
Boring footnote: I have been informed that the waveOut API and DirectSound can both do what I need, but I do not know how and cannot find any relevant information about either. Most of my previous attempts (I have been working on this problem for well over a year now!) have been based around constantly filling a sound buffer with FMOD via callbacks, but the erratic rate of callbacks has meant that I cannot keep audio and video in sync, and however small I set the buffer there's a good 2 second lag.