WiiM amp not suitable for desktop PC use

jazd

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Oct 21, 2025
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So I was very happy with my new WiiM amp until I tried to use it with my desktop PC.

First - it does not have a USB audio input. So that necessitated buying a USB-SPDIF converter (SMSL PO100) because my motherboard does not have a SPDIF output.

Second - There's a noticeable delay when starting to play audio via the optical TOSLINK/SPDIF input. If you are continuously playing music there's no issue, but if sits silent for 2 minutes then it will take a second or so to resume playing audio. It cuts off the first second of audio. I've discussed this here

Third - There's a noticeable latency playing audio which is super distracting when on video calls, watching YouTube (lip sync delay), or using any interactive application that plays sounds. This can be measured using Oblique Audio's "RTL Utility" which measures round trip latency. Comparing the WiiM Amp to both a cheap USB speaker and the built in soundcard you can see that WiiM amp adds a 30ms delay. I could not find any settings which reduce this, turning off the equalizer, room correction etc didn't help. An extra 30ms doesn't sound like much, but it was very noticeable to me.
This has also been discussed in these two threads

These things are obviously not a problem if you are streaming songs from Spotify etc. but it makes the WiiM amp kind of crap for desktop use.
 
So I was very happy with my new WiiM amp until I tried to use it with my desktop PC.

First - it does not have a USB audio input. So that necessitated buying a USB-SPDIF converter (SMSL PO100) because my motherboard does not have a SPDIF output.

Second - There's a noticeable delay when starting to play audio via the optical TOSLINK/SPDIF input. If you are continuously playing music there's no issue, but if sits silent for 2 minutes then it will take a second or so to resume playing audio. It cuts off the first second of audio. I've discussed this here

Third - There's a noticeable latency playing audio which is super distracting when on video calls, watching YouTube (lip sync delay), or using any interactive application that plays sounds. This can be measured using Oblique Audio's "RTL Utility" which measures round trip latency. Comparing the WiiM Amp to both a cheap USB speaker and the built in soundcard you can see that WiiM amp adds a 30ms delay. I could not find any settings which reduce this, turning off the equalizer, room correction etc didn't help. An extra 30ms doesn't sound like much, but it was very noticeable to me.
This has also been discussed in these two threads

These things are obviously not a problem if you are streaming songs from Spotify etc. but it makes the WiiM amp kind of crap for desktop use.
So why use it for a desktop? The WiiM Amp is a network streamer with a built-in amplifier.

The delay you encounter is probably due to the SMSL PO100. I have no delay (that I can see) between my TV and my WiiM Ultra. Neither on HDMI nor optical.
 
So why use it for a desktop? The WiiM Amp is a network streamer with a built-in amplifier.
Because I had hoped that it would be a suitable all around device in a nice package. Turns out it isn't. I am hoping someone has some suggestions which may help with the aforementioned issues.

The delay you encounter is probably due to the SMSL PO100.
I don't believe it is, read the details in that other thread.
edit. I will verify this by measuring the latency when the SMSL PO100 is connected to a receiver.

I have no delay (that I can see) between my TV and my WiiM Ultra. Neither on HDMI nor optical.
If you are just watching TV/movies you probably wont notice because lip sync can be adjusted (i.e. the video track can be delayed to match the audio). However if you are doing anything interactive (gaming console for example) you might notice it.
 
So I was very happy with my new WiiM amp until I tried to use it with my desktop PC.

First - it does not have a USB audio input. So that necessitated buying a USB-SPDIF converter (SMSL PO100) because my motherboard does not have a SPDIF output.

Second - There's a noticeable delay when starting to play audio via the optical TOSLINK/SPDIF input. If you are continuously playing music there's no issue, but if sits silent for 2 minutes then it will take a second or so to resume playing audio. It cuts off the first second of audio. I've discussed this here

Third - There's a noticeable latency playing audio which is super distracting when on video calls, watching YouTube (lip sync delay), or using any interactive application that plays sounds. This can be measured using Oblique Audio's "RTL Utility" which measures round trip latency. Comparing the WiiM Amp to both a cheap USB speaker and the built in soundcard you can see that WiiM amp adds a 30ms delay. I could not find any settings which reduce this, turning off the equalizer, room correction etc didn't help. An extra 30ms doesn't sound like much, but it was very noticeable to me.
This has also been discussed in these two threads

These things are obviously not a problem if you are streaming songs from Spotify etc. but it makes the WiiM amp kind of crap for desktop use.
Any digital device that digitizes analog audio, is buffering some data needed to play a (digital) source and has some kind of DSP will introduce latency, some a lot some not so much. Syncing audio to video using such a device has to be done if it's roughly more than 20ms. Reading all your frustrations I think you expect your WiiM Amp to be something it simply isn't.
 
Any digital device that digitizes analog audio, is buffering some data needed to play a (digital) source
I agree, but this is no issue for a cheap USB speaker (Creative Stage Air V2), I measured it and it does not introduce any noticeable additional latency over a direct line out from my PC.
has some kind of DSP will introduce latency
This is I think the issue, the WiiM does everything through DSP and there's no way to bypass it. Receivers typically have a raw/pure mode, or a gaming mode for this purpose.
Reading all your frustrations I think you expect your WiiM Amp to be something it simply isn't.
Correct, that is the point of the thread. To point out that it is not suitable for this use. I'd be glad if it was suitable, but I may be returning this device.
 
I agree, but this is no issue for a cheap USB speaker (Creative Stage Air V2), I measured it and it does not introduce any noticeable additional latency over a direct line out from my PC.
Low latency certainly is possible.
This is I think the issue, the WiiM does everything through DSP and there's no way to bypass it. Receivers typically have a raw/pure mode, or a gaming mode for this purpose.
It does, there is a lot going on in it's DSP even when EQ, RoomFit and such are not used. And you're right that some AVR's have a pure direct/raw mode to avoid latency but all "special" functions like Audessy, any EQ, highpass, and multichannel audio will be disabled than.
Correct, that is the point of the thread. To point out that it is not suitable for this use. I'd be glad if it was suitable, but I may be returning this device.
Fair enough, point taken. It's clear to you and us now. Maybe buy a Fosi Audio V3 or similar amplifier for your desktop use and keep the WiiM Amp for all it's great streaming features when listening to something other than simultaneous video/audio from you pc.
 
Maybe buy a Fosi Audio V3 or similar amplifier for your desktop use and keep the WiiM Amp for all it's great streaming features when listening to something other than simultaneous video/audio from you pc.
Yeah I think this is my plan. I was thinking the SMSL RAW-HA1 coupled with a WiiM Pro Plus. I'll return the WiiM Amp.
 
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