Audio latency and PlayScheduled

My question is, does the Unity PlayScheduled method (when set sufficiently in the future) suffer from DSP latency = bufferSize / sampleRate? Is the sound played exactly on scheduled DSP time or after the estimated latency? (My test by ear tells me that it does suffer from latency)

I don’t have much insight of how exactly DSP works and what it has in its buffer. So a collateral question is, if I have just raw uncompressed audio data in memory, can’t I just feed it to the buffer without per sample processing?