ps: this stuff is also achieved in iOS devices. Mind-blowing as that may seem.
pps: just playing audio files is not, in general, latency sensitive, so larger buffers can mask more egregious cycle wasting in the setup and other overhead. Playing sound effect files (gunshots, squealing tires, etc) is however latency sensitive, and there can be many at the same time, so there we shoot for smaller buffers and pay more attention to overhead reduction. In both cases, however, we never start outputting from a buffer that is not filled. Cacheing issues mostly, and also scheduling. Usually that is shared memory, even core to core dual cache shared, with the audio handled in its own subsystem, so there are some very subtle issues at the extremes we work in.
(I'll leave the Monster cable manutroversy out of it here:)