- From: Chris Wilson <cwilso@google.com>
- Date: Mon, 16 Jul 2012 09:47:43 -0700
- To: Marcus Geelnard <mage@opera.com>
- Cc: Matt Diamond <mdiamond@jhu.edu>, public-audio@w3.org
- Message-ID: <CAJK2wqVHWH6T7YxdQHLqPzK_eW4g0V5tGjHz2VF42r-OFZvznA@mail.gmail.com>
Actually, no, I didn't mean that Math.random was a bottleneck; just that
this approach was probably more costly than it needs to be. Having to
generate samples from Math.random() and write them into the output buffer
in a JSnode (plus the cost of calling the JSnode) would be, I expect, more
costly than just looping a precalculated buffer. But it was just a side
comment.
On Mon, Jul 16, 2012 at 12:10 AM, Marcus Geelnard <mage@opera.com> wrote:
> Den 2012-07-15 17:03:08 skrev Chris Wilson <cwilso@google.com>:
>
>
> 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<http://matt-diamond.com/drone.html>
>>>
>>> Matt
>>>
>>
> Matt, nice demo!
>
>
> 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);
>> }
>>
>
> Surely, Math.random() can't be the bottleneck here. On my computer
> Math.random() can generate 48000 samples in less than one millisecond. In
> other words, it should consume less than 4% CPU if 40 such sources are used
> - yet Chrome consumes 45% CPU when running the demo.
>
> /Marcus
>
>
> --
> Marcus Geelnard
> Core Graphics Developer
> Opera Software ASA
>
Received on Monday, 16 July 2012 16:48:15 UTC