https://anukari.com/blog/devlog/productive-conversation-appl...
Is that a limitation of the audio plug-in APIs?
Possibly what you describe is a bit more like double-buffering, which I also explored. The problem here is latency: any form of N-buffering introduces additional latency. This is one reason why some gamers don't like triple-buffering for graphics, because it introduces further latency between their mouse inputs and the visual change.
But furthermore, when the GPU clock rate is too low, double-buffering or pipelining don't help anyway, because fundamentally Anukari has to keep up with real time, and every block it processes is dependent on the previous one. With a fully-lowered GPU clock, the issue does actually become one of throughput and not just latency.
Perhaps there's something in this video that might help you? They made a lot of changes to scheduling and resource allocation in the M3 generation:
Great that you have a workaround now, but the fact that you can't even share what the workaround is, ironically speaks to the last line in https://news.ycombinator.com/item?id=43904921 of how Apple communicates
>there’s this trick of setting it to this but then change to that and it’ll work. Undocumented but now you know
When you do implement the workaround, maybe you could do it in an overtly-named function spottable via disassembly so that others facing similar constraints of latency-sensitive GPU have some lead as to the magic incantation to use?