Four common mistakes in audio development
I'm a bit amazed he doesn't even mention [double buffering](<a href="https://en.wikipedia.org/wiki/Multiple_buffering" rel="nofollow">https://en.wikipedia.org/wiki/Multiple_buffering</a>), a system that was already used in old video games to avoid flicker, as a way to draw on scene screens and only pass it on to the video stage once the scene is complete.<p>All you would need here is 2 (or more) copies of the shared data structure and a few pointers to the data structure. You fill in a draft version of the data structure and only change the "read" pointer to point to it when it's ready. Changing that pointer is, I would hope, atomic. You can then change the "write" pointer to point to a different copy of the data structure to work on.<p>To make sure the client only reads consistent data, it can make a copy of that pointer before it starts processing, because the pointer itself might change.<p>Using 3 buffers instead of 2, and if you're sure the processing of a buffer takes less time than the switching cycle time, you can be sure your buffer data will not ever change in the meantime.