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Re: how to produce the sound of a car ?

From: Jerome Etienne <jerome.etienne@gmail.com>
Date: Thu, 10 May 2012 16:40:26 +0200
Message-ID: <CAN_PVv7bXVe-QonMH45Rm9Tz2MYQJCwaZtiN47Cz-VnLB3vEvQ@mail.gmail.com>
To: Alessandro Saccoia <alessandro.saccoia@gmail.com>
Cc: public-audio@w3.org
thanks alessandro,

This link seems to contains plenty of usefull info. I need to study more
now :)

Jerome

On Tue, May 8, 2012 at 6:09 PM, Alessandro Saccoia <
alessandro.saccoia@gmail.com> wrote:

> Here's a link that you might find useful, and there is a section dedicated
> to engines in particular.
> http://obiwannabe.co.uk/tutorials/html/tutorials_main.html
> alessandro
>
> On May 8, 2012, at 5:58 PM, Chris Lowis wrote:
>
> > On 08/05/2012 16:30, Jussi Kalliokoski wrote:
> >> I have a naive granular sampler implementation in my audiolib.js, but
> >> it's very inefficient and would require optimization to work reliably at
> >> simulating a car engine. With Web Audio API, you could use the
> >> BufferSourceNode to overlay the samples, maybe using noteGrainOn or just
> >> start depending on what you have to go with. Maybe Chris has a better
> >> idea of a good way to achieve granular synthesis with Web Audio API?
> >
> > Chris Rogers did a granular synthesis demo on the samples page of the
> web audio API. Might be worth a look?
> >
> > http://chromium.googlecode.com/svn/trunk/samples/audio/granular.html
> >
> >
>
>
>
>
Received on Thursday, 10 May 2012 14:41:04 GMT

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