If you are "worried about the future of dolphin", then please feel free to fork and get everyone else who shares your concerns to join you. You are yet another backseat programmer that has no idea how emulation works and still tries to tell us how to do our job.
Asynchronous audio is broken audio. The GameCube DSP code that generates audio samples is based on input data that is generated by the emulated CPU every 5ms, and this input data only contains information for exactly 5ms of audio (seriously - for example, it has 5 fields that should be applied each every 32 samples, aka. 1ms). It also reads audio data that was postprocessed by the emulated CPU... again, 5ms at a time. If you want to read more than 5ms, you end up reading uninitialized memory, because the game only knows how to generate 5ms of audio data. Then, every 5ms, the DSP sends an interrupt to the CPU to signal that it has produced audio samples (games rely on this for timing and other stuff, so you can't cheat and send it less often). Anything that generates more than 5ms of audio at a time is wrong and has no business being in Dolphin.
Asynchronous audio is broken audio. The GameCube DSP code that generates audio samples is based on input data that is generated by the emulated CPU every 5ms, and this input data only contains information for exactly 5ms of audio (seriously - for example, it has 5 fields that should be applied each every 32 samples, aka. 1ms). It also reads audio data that was postprocessed by the emulated CPU... again, 5ms at a time. If you want to read more than 5ms, you end up reading uninitialized memory, because the game only knows how to generate 5ms of audio data. Then, every 5ms, the DSP sends an interrupt to the CPU to signal that it has produced audio samples (games rely on this for timing and other stuff, so you can't cheat and send it less often). Anything that generates more than 5ms of audio at a time is wrong and has no business being in Dolphin.