- From: Grant Galitz <grantgalitz@gmail.com>
- Date: Mon, 11 Jul 2011 21:29:04 -0400
- To: public-audio@w3.org
- Message-ID: <CAD8zUBYuA4jUL_a9iCnfbEP_c0VM9aYG+v-cjx=NBuuOD=pYMQ@mail.gmail.com>
---------- Forwarded message ---------- From: Grant Galitz <grantgalitz@gmail.com> Date: Mon, Jul 11, 2011 at 9:23 PM Subject: Re: Concerning the gap-less output of real-time generated audio in JavaScript To: Chris Rogers <crogers@google.com> So we are thinking about a callback based system that allows buffering ahead of time, that allows resampling, and uses some form of a buffer ring for sample count safety and management optimization? Buffering real time without allowing the developer to specify a minimum amount felt like a bad plan to be implemented, due to many blocking issues for a callback to be launched without major delays (single threaded woes that we need to implement APIs around indeed...). On Mon, Jul 11, 2011 at 3:00 PM, Chris Rogers <crogers@google.com> wrote: > > > On Sun, Jul 10, 2011 at 11:11 PM, Grant Galitz <grantgalitz@gmail.com>wrote: > >> I'll briefly compare the mozilla audio data api and the web audio api and >> run through this list of what can be improved upon in web audio. >> >> - Web Audio does not allow resampling, this is a major thorn in probably a >> couple people's butts, because I have to do this in JavaScript manually. If >> there is a security concern for bottlenecking, then I'd assume we could >> throw in some implementation-side limitations on the number of concurrent >> supposed resampling nodes that could be run at the same time. >> > > I agree that it would be useful to allow the creation of AudioContexts with > user-settable sample-rates. It could be as simple as: > > var context = new AudioContext(sampleRate); > > where sampleRate must have some kind of reasonable upper and lower bound. > > > >> >> - Web Audio forces the JavaScript developer to maintain an audio buffer in >> JavaScript. This applies for audio that cannot be timed to the web audio >> callback, such as an app timed by setInterval that has to produce x samples >> every x milliseconds. The Mozilla Audio Data API allows the JS developer to >> push samples to the browser and let the browser manage the buffer on its >> own. The callback grabbing x number of samples every call is not a buffer on >> its own, that's the callback sampling the whole buffer of what I'm talking >> about. Buffer ring management in JavaScript takes up some CPU load and it >> would always be better in my opinion to let the browser manage such a task. >> > > If sample-rate conversion is taken care of as proposed above, then the CPU > overhead of managing a simple ring-buffer in JavaScript should be extremely > small and can be implemented in just a few lines of code. I understand that > in your current implementation, you're also dealing with sample-rate > conversion which is slower and complicates your code. But a simple > ring-buffer is not very complex. > > > >> >> - "The callback method knows how often to fire," this is a fallacy, even >> flash falls for this issue and can produce clicks and pops on real-time >> generated audio (Even their docs hint at this). This is because by the time >> the callback API figures out a delay, its buffering may be premature due to >> previous calculations and may as a result gap the audio. It is imperative >> you let the developer control the buffering process, since only the >> developer would truly know how much buffering is needed. Web Audio in chrome >> gaps out for instance when we're drawing to a canvas stretched to fullscreen >> and a canvas op takes a few milliseconds to perform, to a reasonable person >> this would seem inappropriate. This ties in basically with the previous >> point of letting the browser manage the buffer passed to it, and allowing >> the JS developer to buffer ahead of time rather than having a real-time >> thread try to play catch-up with an inherently bad plan. >> >> - Building up on the last point, in order to achieve ahead-of-time >> buffering, I believe it would be wise to either introduce a stub function >> that allows samples to be added at any time without waiting for a callback, >> just like mozWriteAudio, OR to allow the callback method to be called when >> buffering reaches a specified low point *specified* by the developer. This >> low point is not how many samples are to be sent to the browser each >> callback, but lets the API know WHEN to fire the callback, with the firing >> being at a certain number of samples before buffer empty. >> > > I like your second idea of having an internal buffer (in the > implementation) whose size can be specified by the developer. This buffer > size is independent of the callback size. There could also be a mode where > this internal buffer can automatically adjust its size depending on runtime > characteristics, but this mode could either be enabled or disabled. > > > >> >> I hope we can use some or all of these points listed in providing a proper >> API for real-time generated audio output in JavaScript in a 21st century >> browser. :D >> > > I think we can. My apologies for not yet implementing the ability to > choose sample-rates for an AudioContext. It'll come... > > Chris > > >
Received on Tuesday, 12 July 2011 01:29:31 UTC