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Re: Web Audio API ambient drone

From: Matt Diamond <mdiamond@jhu.edu>
Date: Sun, 15 Jul 2012 13:06:34 -0700
Message-ID: <CADdpXtsaeUOqj1+ZgP-MhCDCJ=u-eQYyNkoTcSZQ+UwkYNYYdQ@mail.gmail.com>
To: Chris Wilson <cwilso@google.com>
Cc: public-audio@w3.org
Thanks for the tip! An earlier version of this did in fact use pre-computed
noise buffers, but I felt there was a vaguely perceptible "looping" effect
because of the looping noise sample (it was a cool effect though). Another
reason was that I was presenting a version of this script at a meetup, and
felt like utilizing a JavaScriptAudioNode for real-time noise generation
would be more interesting to demonstrate... but yes, it certainly takes a
bit of a toll, and running a bunch of AudioBufferSource nodes would
probably be much less taxing.

Still, I'm pretty impressed that the API is able to handle so much, even if
it's only on higher-end machines (I'm running it on a year-old MacBook Pro).


On Sun, Jul 15, 2012 at 8:03 AM, Chris Wilson <cwilso@google.com> wrote:

> Hey Matt-
> Neat!  I like the apparent pitch generated by bandpass filter.
> One comment - instead of continually generating noise via
> JavaScriptAudioNodes, you'd probably find it much more performant to
> pre-generate a couple of seconds (to avoid any detectable periodicity) of
> noise in a Buffer and playing it as an AudioNode.  That would probably be a
> bit more performant than continually calling Math.random for each sample.
> var lengthInSamples =  2 * audioContext.sampleRate;
> var noiseBuffer = audioContext.createBuffer(1, lengthInSamples,
> audioContext.sampleRate);
> var bufferData = noiseBuffer.getChannelData(0);
> for (var i = 0; i < lengthInSamples; ++i) {
>     bufferData[i] = (2*Math.random() - 1);
> }
> On Sat, Jul 14, 2012 at 12:26 PM, Matt Diamond <mdiamond@jhu.edu> wrote:
>> Hey all,
>> Put together a little experiment in synthesizing an ambient sound texture
>> using the Web Audio API:
>> http://matt-diamond.com/drone.html
>> Matt
Received on Sunday, 15 July 2012 20:07:02 UTC

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