- From: Chris Rogers <crogers@google.com>
- Date: Mon, 11 Jul 2011 18:36:19 -0700
- To: Grant Galitz <grantgalitz@gmail.com>
- Cc: public-audio@w3.org
- Message-ID: <CA+EzO0kA2XLnxTKgPd5gVw0ytULt_KwHGVeR0zeRW2-Cp5fV_g@mail.gmail.com>
On Mon, Jul 11, 2011 at 6:29 PM, Grant Galitz <grantgalitz@gmail.com> wrote: > > > ---------- 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...). > I'm not quite sure I follow what you're saying. But just to clarify what I meant, I'm proposing *allowing* the developer to specify the "minimum amount" in the buffering. So when the hardware drains the buffer to below a certain threshold (settable by the developer) then the callback will be fired. Isn't that what you wanted? Chris > > > 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 01:36:45 UTC