- From: David Dailey <ddailey@zoominternet.net>
- Date: Tue, 29 Oct 2013 21:30:19 -0400
- To: "'Patrick Martin'" <patrick.martin.r@gmail.com>, <public-audio@w3.org>
- Message-ID: <002501ced50f$987456b0$c95d0410$@net>
Not knowing all the issues, but isn't this what SMIL was for? It certainly works well in SVG in all places but one (and a few little places where browsers have been recalcitrant to fix bugs). Lots of the SVG animations move much more smoothly in most browsers than the "equivalent" implementation with script. cheers David From: Patrick Martin [mailto:patrick.martin.r@gmail.com] Sent: Tuesday, October 29, 2013 9:18 PM To: <public-audio@w3.org> Subject: Fwd: Continuous playback of javascript synthesized consecutive audio buffers causes audio artifacts when no buffer starving occurs. ---------- Forwarded message ---------- From: Patrick Martin <patrick.martin.r@gmail.com> Date: Tue, Oct 29, 2013 at 6:17 PM Subject: Re: Continuous playback of javascript synthesized consecutive audio buffers causes audio artifacts when no buffer starving occurs. To: "Srikumar K. S." <srikumarks@gmail.com> The issue is that the current implementation can't do it accurately as scheduling always includes some delay from the scheduling javascript code. ie if you schedule a buffer to playback in x seconds you're actually scheduling it in x seconds + execution time of the javascript (which may even be interuppted). the whole idea behind a queue is that as long as you have buffers in the queue there will be no delay in playback/artifacts due to buffer switching. On Tue, Oct 29, 2013 at 2:55 PM, Srikumar K. S. <srikumarks@gmail.com> wrote: Ah I see. We've seen some discussion regarding the modifiability of buffers that have been assigned to source nodes (i.e. the "race condition wars"). This jsfiddle (http://jsfiddle.net/gy5AU/) shows code that modifies a single 22050Hz buffer periodically to generate a glitch-free (up to setTimeout's jitter) 440Hz sine tone. This produces a clean tone on my machine unlike the original beep.html test case ... but should this work at all? -Kumar On 30 Oct, 2013, at 1:38 am, Joseph Berkovitz <joe@noteflight.com> wrote: If I'm not mistaken I think the original issue here was sequencing audio buffers whose playback rate was not equal to the AC sample rate, and were thus being up- or down-sampled for playback. In this case one gets aliasing problems at the splice point between successive buffers, and the spec is silent about this sort of thing. These aliasing issues do not arise when the playback rate and the AC sample rate are equal. I don't think the buffer queue model below would address this (although it's very useful in its own right). On Oct 29, 2013, at 3:18 PM, Srikumar K. S. <srikumarks@gmail.com> wrote: It would allow for pre-synthesized audio playback in a glitch free manner. I'm not sure whether this is to address an implementation bug or a spec shortcoming. The concept of a buffer queue can already be expressed using the AudioBufferSourceNode. Whether it works without glitches in current implementations is likely not a spec shortcoming .. unless it is impossible to create such an implementation, which I don't think is the case. For instance, see the buffer_queue model at https://github.com/srikumarks/steller/blob/master/src/models/buffer_queue.js . The example code there asks for a function to be called when the queue runs low, but it can sequence buffers passed to the "enqueue" method. Reproducing the 440Hz sine tone example here - var ac = new AudioContext; var sh = new org.anclab.steller.Scheduler(ac); var q = sh.models.buffer_queue(); q.connect(ac.destination); q.on('low', function () { var phase = 0.0, dphase = 2.0 * Math.PI * 440.0 / 44100.0; return function (lowEvent, q) { var audioBuffer = q.createBuffer(1, 1024); var chan = audioBuffer.getChannelData(0); var i; for (i = 0; i < 1024; ++i) { chan[i] = 0.2 * Math.sin(phase); phase += dphase; } q.enqueue(audioBuffer); }; }()); q.start(ac.currentTime); -Kumar On 30 Oct, 2013, at 12:25 am, Patrick Martin <patrick.martin.r@gmail.com> wrote: It would allow for pre-synthesized audio playback in a glitch free manner. On Oct 20, 2013 10:06 PM, "Robert O'Callahan" <robert@ocallahan.org> wrote: On Mon, Oct 21, 2013 at 6:35 AM, Srikumar Karaikudi Subramanian <srikumarks@gmail.com> wrote: What advantage might such an AudioBufferSequenceNode have over a ScriptProcessorNode with a queue processing render function? It would probably have the advantage of not being susceptible to small amounts of main-thread jank. Rob -- Jtehsauts tshaei dS,o n" Wohfy Mdaon yhoaus eanuttehrotraiitny eovni le atrhtohu gthot sf oirng iyvoeu rs ihnesa.r"t sS?o Whhei csha iids teoa stiheer :p atroa lsyazye,d 'mYaonu,r "sGients uapr,e tfaokreg iyvoeunr, 'm aotr atnod sgaoy ,h o'mGee.t" uTph eann dt hwea lmka'n? gBoutt uIp waanndt wyeonut thoo mken.o w . . . . . ...Joe Joe Berkovitz President Noteflight LLC Boston, Mass. phone: +1 978 314 6271 <tel:%2B1%20978%20314%206271> www.noteflight.com <http://www.noteflight.com/> "Your music, everywhere"
Received on Wednesday, 30 October 2013 01:31:03 UTC