According to Wikipedia:
The AirTunes part of the AirPlay protocol stack uses UDP for streaming
audio and is based on the RTSP network control protocol.[12] The
streams are encrypted with AES, requiring the receiver to have access
to the appropriate private key to decrypt the streams.[13] The AirPort
Express' streaming media capabilities use Apple's Remote Audio Output
Protocol (RAOP), a proprietary variant of RTSP/RTP. Using
WDS-bridging,[14] the AirPort Express can allow AirPlay functionality
(as well as Internet access, file and print sharing, etc.) across a
larger distance in a mixed environment of wired and up to 10 wireless
clients.
See the page here.
Notice the part where it says that UDP is used for streaming audio.
UDP does no error correction. When using TCP (most of the time), when I send a packet from A to B, I send it, I get confirmation, then I send the next packet. When I get confirmation, part of that confirmation is an error check code. If it doesn't match with the error check code that I generated when I first sent the packet, I know the data has been malformed in some way before reaching B, and therefore I send it again.
If I have to send that packet a bunch of times before it is successfully read on the other side, that would "sound like" something unexpected. Lag is a bit different -- lag happens when there's a delay of some sort, or the line is saturated and it actually takes (some arbitrary amount of) time for the signal to get there. That could happen under either model.
The difference is, with UDP, if packets get lost or corrupt, it doesn't matter. iTunes will send whatever data is required to represent the song now. And now, and now. If you miss it or it gets malformed, oh well. It will keep sending only what is pertinent now.
Long story short: you should be fine. Any glitches will probably be short and sweet. And, out of sync? Probably not discernible to any human.
This is a bit of a guess based on an assumption I am making (dangerous, I know).
My assumption is that when you're playing games such as Angry Birds Rio that the audio is not actually outputting via Bluetooth at all.
Instead, I think the reason you do hear it when switching on a Bluetooth speaker is because at that point the iPhone starts outputting via Bluetooth. Prior to that, I think your iPhone is outputting via the iPhone's internal speakers but you're not hearing it because the volume level is not up for games.
What I mean is that iPhones have multiple volume levels. For example, it is possible to have the ringer volume level all the way up while having the games audio level all the way down.
As a test, I would start playing one of the games and make sure the volume is turned up (and also that the mute switch is not on). If that solves the problem, great! If not, report back so I or others can dig deeper.
Best Answer
Simple method, as already stated, System Prefs > Sound > Output. Set balance slider to the right.
More comprehensive method, in case you are listening to stereo & need the information otherwise missing from the other speaker - you also need…
System Prefs > Accessibility > Audio
check 'Play stereo audio as mono'
This will sum the left & right channels so you will hear both from the one speaker after you balance across to it.