Re: Web Audio API ambient drone

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