- From: Alistair MacDonald <al@signedon.com>
- Date: Tue, 17 Apr 2012 12:05:47 -0400
- To: Randell Jesup <randell-ietf@jesup.org>
- Cc: public-audio@w3.org
- Message-ID: <CAJX8r2kxsyw85vZY-AiOM6i-6A6G6f0GR8nrmTLkAw7YDTsz9g@mail.gmail.com>
Randell's 1-5 suggestions are very interesting. I would think putting this behavior on the destination node might be odd. But I wonder if adding this kind of behavior to a something like the gain node might be useful? For example: if I wanted to combine Video-Chat with a DAW (UC-1 & UC3), then the following issues would be in play... 1) If a VOIP stream stops suddenly, the user might think there was a pop/click in their audio track. Adding a tail/decay would be a solution. (Randell's Option 3) 2) Being a DAW, we would need as much CPU as possible. So avoiding the tail calculation in JavaScript would be ideal. On Mon, Apr 16, 2012 at 5:31 PM, Randell Jesup <randell-ietf@jesup.org> wrote: > On 4/16/2012 4:10 PM, Chris Rogers wrote: > > > > On Sun, Apr 15, 2012 at 12:22 PM, <lemeslep@free.fr> wrote: >> >> On the current Web Audio draft, it is mentionned in §15.2 that "Audio >> glitches are caused by an interruption of the normal continuous audio >> stream, resulting in loud clicks and pops. It is considered to be a >> catastrophic failure of a multi-media system and must be avoided." >> And I can't agree more with this! >> I'm currently facing those ugly audio glitches in my project. I'm using >> Mozilla's Audio Data API at the moment, and I think I know how browsers >> could help me to mitigate this problem. >> >> The clicks and pops are happening because if the audio buffer is underrun >> by the javascript app, the audio card is not feeded anymore, and so the card >> output goes straight from the value of the last sample played to 0. >> What would be needed is, perhaps as an option in the Javascript audio node >> (?), to have the browser automatically feed the audio card by sustaining the >> last sample the javascript application sent, when the audio buffer is >> underrun. >> >> That would really go a long way towards minimizing this critical issue. > > > Hi Philippe, I don't think this will help with the glitches. Using this > approach, an under-run will still be quite audible. And it's not a good > idea to send a constant (non-zero) value out to the audio hardware since > this represents a "DC offset" and can cause even worse problems. > > > Since underruns may happen no matter what you do (especially if main-thread > JS is involved), it's best to minimize the impact of them. On an underrun, > the primary options are: > > 1) send 0's (which generally is the audio device default if you don't feed > it) - clicks/pops > 2) repeat last sample - classic lost-packet basic VoIP technique; works ok > in most cases; requires blending at start/end to avoid click/pop. Often > done at a reduced volume which makes it less noticable. > 3) decay - take last sample and decay it to silence to avoid click/pop - > more useful if you expect continued lack of source. Can be variant of #2 > where you progressively decay each missing frame. > 4) fancier VoIP-style packet loss concealment - better than #2; may tend to > be voice-centric > 5) fancier loss concealment using non-voice centric prediction (waving hands > here; I'm sure such things exist for good CD/DVD/etc players). > > -- > Randell Jesup > randell-ietf@jesup.org -- Alistair MacDonald SignedOn, Inc - W3C Audio WG Boston, MA, (707) 701-3730 al@signedon.com - http://signedon.com
Received on Tuesday, 17 April 2012 16:06:19 UTC