- From: Matt Diamond <mdiamond@jhu.edu>
- Date: Thu, 19 Jul 2012 13:28:58 -0700
- To: Chris Wilson <cwilso@google.com>
- Cc: lonce wyse <lonce.wyse@zwhome.org>, public-audio@w3.org
- Message-ID: <CADdpXttPyeOYwT8hjWFPdKP=kFG-hGk17tgYqTESJbZn1KUNTQ@mail.gmail.com>
Sorry for the confusion... I'm pretty sure the perceptual looping effect was what Lonce described, not a bug. Matt On Thu, Jul 19, 2012 at 6:51 AM, Chris Wilson <cwilso@google.com> wrote: > No, I knew that - Matt had said when he looped it previously, he could > hear a perceptual looping effect. > On Jul 19, 2012 6:32 AM, "lonce wyse" <lonce.wyse@zwhome.org> wrote: > >> >> Hello, >> >> I don't think anything is broken. >> If you listen to his drone (with non-looping noise) you can hear a >> slow evolution of timbre. This is due to the subtle differences in >> frequency content being generated by the different noise sources over time, >> combined with his extremely narrow filters on each source. >> If you can hear the slow variation in time given his original >> algorithm, then it is clear that using 2-second looping noise sources >> (assuming they all had the same loop durations) would create an audible >> 2-second repeating pattern. >> No need to fix anything! >> >> - lonce >> -- >> Lonce Wyse, Associate Professor >> Communications and New Media >> Director, IDMI Arts and Creativity Lab >> National University of Singapore >> www.anclab.org <http://anclap.org> >> >> >> On 17/7/2012 12:49 AM, Chris Wilson wrote: >> >> Hmm. If there is a perceptible looping effect, that's broken and should >> be fixed. (I used looped noise in the web audio vocoder ( >> webaudiovocoder.appspot.com, needs Chrome Dev channel or better), and >> never noticed a problem.) If you happen to run across it again, could you >> forward me a repro case? >> >> -C >> >> >> On Sun, Jul 15, 2012 at 1:06 PM, Matt Diamond <mdiamond@jhu.edu> wrote: >> >>> 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). >>> >>> Matt >>> >>> >>> 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 >>>>> >>>> >>>> >>> >> >> >> >> <http://anclap.org> >> >
Received on Thursday, 19 July 2012 20:30:21 UTC