- From: Chris Rogers <crogers@google.com>
- Date: Fri, 3 Aug 2012 15:53:09 -0700
- To: Peter van der Noord <peterdunord@gmail.com>
- Cc: Chris Wilson <cwilso@google.com>, Jussi Kalliokoski <jussi.kalliokoski@gmail.com>, Adam Goode <agoode@google.com>, public-audio@w3.org
- Message-ID: <CA+EzO0=kXEx4byiBYf3kf0uz8NjCgnrtkw=RSXOGkMx6UHeZTw@mail.gmail.com>
On Fri, Aug 3, 2012 at 10:40 AM, Peter van der Noord <peterdunord@gmail.com>wrote: > I agree fully that it won't be what most developers want or need to do, > the api will be used for games and site music/effects mostly, but creating > custom nodes would be my primary focus. To be honest, the list of native > nodes that i wanted to use has thinned out, due to some behaviours and > implementations that were not appropriate for what i wanted. That's all > fine by itself, but if i can't recreate them myself... > > I personally don't think "a lot of people won't be using custom nodes > anyway" is a good argument for not implement them correctly. If they add > lag, i can't use them. > Peter, as Jussi has pointed out. This is a sad fact of life and "not a bug". If you read more carefully what Jussi says, this lag/latency is not something we can somehow fix by creating a different API. This is the way that a real-time audio thread interacting with a main thread (which can have its own delays such as garbage collection) must be. It's a law of physics. Chris > > > Peter > > > 2012/8/3 Chris Wilson <cwilso@google.com> > >> How would you empower the JS node/DSP API to fix this? >> >> I still think, personally, that there's an awful lot of focus on custom >> processing in our discussions here. I haven't felt the need to build a >> JSNode yet - the first one I will build is probably a noise gate/expander, >> since that's the only thing I can't easily replicate from the nodes already >> available. I'm not really convinced that what most application developers >> want to do - NEED to do - is process audio bits themselves directly. >> >> >> On Fri, Aug 3, 2012 at 10:11 AM, Jussi Kalliokoski < >> jussi.kalliokoski@gmail.com> wrote: >> >>> It's a known and major issue all right, but it's not a bug. There's not >>> much that can be done about it though, afaict. The processing thread has to >>> buffer enough data (the buffer size) from the inputs of the JSNode before >>> its callback can be invoked, and next it just sends an event to the JS >>> thread to process the buffer. The audio thread, however, can't wait for the >>> JS thread to process the buffer but instead plays back the previously >>> processed buffer. >>> >>> This is one of the reasons why I think we should focus on empowering the >>> JS node / DSP API. If you want to add any custom processing to the graph, >>> you're going to have to adjust the rest of the graph accordingly and you'll >>> end up with more latency. This means that if you want to do extensive >>> custom processing you'll probably need to work around the graph or just go >>> with just the JS and have your own routing which means you're in a much >>> more flexible place already anyway. I think the graph serves best as an IO >>> abstraction, and that's the part we should focus on. >>> >>> Cheers, >>> Jussi >>> >>> >>> On Fri, Aug 3, 2012 at 4:16 PM, Peter van der Noord < >>> peterdunord@gmail.com> wrote: >>> >>>> Well, it seems indeed that custom-nodes add a delay-time to the signal. >>>> I've connected a few bypass modules (they write their input to the output) >>>> and i'm magically creating an echo... >>>> >>>> http://www.petervandernoord.nl/patchwork_js/?patch=2&buffer_size=8192 >>>> >>>> (to hear sound, you have to select the loaded buffer from the pulldown >>>> in the buffersource-module) >>>> >>>> I'm getting somewhat confused and concerned about this, why does this >>>> happen and isn't this a major bug/issue? >>>> >>>> Peter >>>> >>>> >>>> >>>> 2012/8/2 Adam Goode <agoode@google.com> >>>> >>>>> I think you can use playbackTime to determine the absolute a-rate time >>>>> of the beginning of the javascript buffer. But last I checked it wasn't >>>>> present in webkit. >>>>> >>>>> You might be able to count samples, assuming you know the node's >>>>> noteOn time, to keep track of the a-rate time. But with a short buffer >>>>> size, sometimes you can have problems as you've noticed. >>>>> >>>>> >>>>> On Thu, Aug 2, 2012 at 4:47 PM, Peter van der Noord < >>>>> peterdunord@gmail.com> wrote: >>>>> >>>>>> Ermmm.....wait, what? And that is intened behavior? >>>>>> >>>>>> Peter >>>>>> >>>>>> >>>>>> 2012/8/2 Jussi Kalliokoski <jussi.kalliokoski@gmail.com> >>>>>> >>>>>>> Hey Peter! >>>>>>> >>>>>>> I think this is because the JSNode has a delay equivalent to the >>>>>>> buffer size, hence if you have parallel graphs that contain a different >>>>>>> number of JSNodes, they will arrive to the common destination at a >>>>>>> different delay. >>>>>>> >>>>>>> Cheers, >>>>>>> Jussi >>>>>>> >>>>>>> >>>>>>> On Thu, Aug 2, 2012 at 11:35 PM, Peter van der Noord < >>>>>>> peterdunord@gmail.com> wrote: >>>>>>> >>>>>>>> I'm having a strange problem with some signals at the moment and >>>>>>>> i've been staring at it for way too long now, so i thought: why not put it >>>>>>>> up here, maybe someone sees what's going on. It's a lenghty story, so if >>>>>>>> you want to hang on...i'll try to explain :) >>>>>>>> >>>>>>>> As you may know, i'm writing a modular synthesizer: >>>>>>>> >>>>>>>> http://petervandernoord.nl/patchwork_js (maybe clear your cache if >>>>>>>> you've been there before) >>>>>>>> >>>>>>>> If you click the 'json to patch' button, a testpatch will be set. >>>>>>>> (Important to know: all custom nodes will be created with the buffer-size >>>>>>>> that's selected in the pulldown on the right). The patch contains 3 modules >>>>>>>> (in patchwork, a module can contain one or more audionodes, with the >>>>>>>> module's in/outputs mapped to certain in/outputs of the containing nodes): >>>>>>>> >>>>>>>> - The destination, which contains a normal destinationNode >>>>>>>> http://localhost/patchworkjs/js/modules/DestinationModule.js >>>>>>>> >>>>>>>> - a clockmodule. one custom js node >>>>>>>> http://localhost/patchworkjs/js/modules/DestinationModule.js >>>>>>>> >>>>>>>> - a triggersequencer, also one custom node. >>>>>>>> http://localhost/patchworkjs/js/modules/TriggerSequencerModule.js(the audioprocess callback is at the bottom) >>>>>>>> >>>>>>>> What is happening in the patch: the clock sends out single values >>>>>>>> of 1s (all other values are 0) on a given interval (set in BPM). The >>>>>>>> sequencer checks on every incoming value if that value is >0 AND the >>>>>>>> previous one was <=0 (i'll call that a clock-pulse). If that is the case, >>>>>>>> its SequencerParameter will proceed to the next step. A sequencer-parameter >>>>>>>> (actually it is a LogicSequencerParameter, but that's almost the same - it >>>>>>>> has one extra method) can be found here: >>>>>>>> >>>>>>>> http://localhost/patchworkjs/js/params/SequenceParameter.js >>>>>>>> >>>>>>>> It's basically just an array filled ith 0s and 1s (you can set a 1 >>>>>>>> by clicking somewhere on the sequencer), and increases the current position >>>>>>>> when it gets a next() command. So, back to the the sequencer module: If it >>>>>>>> received a clock-pulse, it proceeds the sequencer. Then, if the (new) value >>>>>>>> of the sequencer-parameter is 1, the sequencer will write a 1 in its >>>>>>>> outputbuffer as well. >>>>>>>> >>>>>>>> My issues: >>>>>>>> - in the testpatch, both the clockmodule and the seq-module are >>>>>>>> connected to the output. if you activate some steps in the sequencer, you >>>>>>>> will hear that the clicks do not run in sync. I have no idea why that is, >>>>>>>> the stepsequencer writes a 1 in exact the same iteration as it reads the >>>>>>>> incoming 1s from the clock. In my opinion, they should run exactly in sync. >>>>>>>> - When you change the buffersize (which is for the customnodes) you >>>>>>>> will hear that the timedifference between the ticks changes (since there's >>>>>>>> no clear, you have to refresh the page, set another buffersize and click >>>>>>>> 'json to patch') >>>>>>>> - Something else i noticed: when i run just a clock module >>>>>>>> connected to the output, with a very low buffersize (256, 512), the clock >>>>>>>> seems to run very, very irregular. >>>>>>>> >>>>>>>> >>>>>>>> So, my main question: Does anyone have any idea why those two >>>>>>>> modules do not run in sync when both connected to the output? >>>>>>>> >>>>>>>> >>>>>>>> Peter >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >
Received on Friday, 3 August 2012 22:53:38 UTC