Well in the end it will be the same though, silence will get "added", well that itself isn't a problem, however, the problem is, the BufferedWaveProvider will have A lot more "audio time" compared to the real audio time, it can be seconds (which i think is much) in the end.
My "solution" is to Clear the buffer every time it get´s to 120ms, or similar, and that isn't actually a good solution.
From what you say, this shouldn't be the case if it's only playing silence when nothing is there, and when something is added it will be playing from that, which in should be something like:
100ms data added,
100ms played,
nothing added for 500ms,
Provider returns 500ms of silence (one buffer of silence at a time i guess),
100ms data added,
skip the silence buffer currently active and start playing the data.
And if that´s how it works, i can't see how the buffer can always be bigger than the actual data.
My "solution" is to Clear the buffer every time it get´s to 120ms, or similar, and that isn't actually a good solution.
From what you say, this shouldn't be the case if it's only playing silence when nothing is there, and when something is added it will be playing from that, which in should be something like:
100ms data added,
100ms played,
nothing added for 500ms,
Provider returns 500ms of silence (one buffer of silence at a time i guess),
100ms data added,
skip the silence buffer currently active and start playing the data.
And if that´s how it works, i can't see how the buffer can always be bigger than the actual data.