Introduction

Greetings all,

I figured it might be neighborly to introduce myself to the list.  I'm John
Byrd, and I run an audio middleware company out of Irvine, CA, USA.  I've
worked in the video game industry for almost 20 years now, and most of my
focus has been on the audio side of video games.

My company makes audio rendering engines for game consoles, tablets and
other devices.  In particular, our previous rendering engine, GiganticAudio
1.0, bears a lot of technical resemblance to WebAudio.  I wrote this engine
myself in 2006.

I've browsed the source code in Blink and I see a lot of very familiar
concepts.  The resemblance (which I think is coincidental) is rather
striking -- our engine also used the concepts of audio contexts, nodes, and
interconnects between those nodes.

So that brings me to one item of discussion, and I'd appreciate the team's
input on this.  Although I am new to the sources, I do not personally see
any reason why the WebAudio architecture must by definition be tied to web
browsers.  Of course I see that the WebAudio objects are all accessible and
manipulable via JavaScript DOM, and I also see that the webkit/blink
implementation depends for some reason on the <wtf> headers, but I do not
see any technical reason why this implementation might be forked and
repurposed for native audio rendering applications.  If anyone can think of
a reason why this can't or shouldn't be done, I would love to hear it.

In any case, I learned a lot from putting a fundamentally similar
architecture into large-scale production on a number of video games, and I
hope to be of service to the WebAudio team in the future.

-- 
---

John Byrd
Gigantic Software
2102 Business Center Drive
Suite 210-D
Irvine, CA   92612-1001
http://www.giganticsoftware.com
T: (949) 892-3526 F: (206) 309-0850

Received on Friday, 17 May 2013 20:27:10 UTC