- From: Chris Rogers <crogers@google.com>
- Date: Fri, 17 May 2013 14:00:22 -0700
- To: John Byrd <jbyrd@giganticsoftware.com>
- Cc: "public-audio@w3.org" <public-audio@w3.org>
- Message-ID: <CA+EzO0mFvGedsx-VSWiZ53uxpgFipSEUjNx2M5qvKp1AjwDG0A@mail.gmail.com>
On Fri, May 17, 2013 at 11:17 AM, John Byrd <jbyrd@giganticsoftware.com>wrote: > 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. > Hi John, good to hear from you. Indeed, there is no technical reason why it can't be forked and re-purposed. In fact, I'm pretty sure that this has already happened in at least one case. > > 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. > Looking forward to it! > > -- > --- > > 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 21:00:53 UTC