Re: "Factory-style" AudioWorker spec proposal

I think that's going to be problematic, because your prototypes change over
time - audioparams won't be available until after the script has loaded or,
as I think you're suggesting, the works-as-native-nodes-do implementations
would need to run their configuration in the main thread anyway.  In short,
I think you're just pushing the complexity elsewhere.  Note that when I say
side-by-side, I don't think onaudioprocess would be duplicated; just the
way you create a worker vs a worker factory.

On Sun, Feb 1, 2015 at 2:20 AM, Joseph Berkovitz <joe@noteflight.com> wrote:

> Chris,
>
> A followup thought about your first couple of points which have been
> nagging at me overnight. Here is a change to my proposal that addresses the
> issues you raised, but avoids side-by-side worker APIs. I think
> side-by-side is not a good way to go, it proposes divergent models of
> thinking about audio workers (and the non-factory approach would not allow
> global read-only state to be shared by nodes which we’ve previously agreed
> as important).
>
> This version allows synchronous creation of nodes, but also lets
> developers elect to wait until a factory is fully loaded before setting
> audio graph manipulation in motion. A factory is required in both
> scenarios, unifying the API. If one doesn’t care about script loading
> overhead, one simply uses the factory right away to make nodes. They won’t
> work until the script is loaded and, of course, until its node creation
> handler runs to set up onaudioprocess. But there is no promise involved.
>
> If one wishes to avoid script overhead interfering with node creation, one
> first waits for the factory to fire an “onloaded” event (one would
> typically do this in a library initializer that preloads a set of audio
> worker factories). Then one can create nodes at will, knowing that they are
> ready to function right away.
>
> In both cases, script loading overhead at most applies to the first node
> created from a factory, because nodes don’t have their own individual
> scripts.
>
> partial interface AudioContext {
>     AudioWorker createAudioWorker(scriptURL);   // synchronously returns a
> factory, not a node; factory loads asynchronously
> }
>
> interface AudioWorkerNodeConfiguration {
>     void setNodeConfiguration(inputs, outputs);   // determines
> configuration of all subsequently created nodes
>     void addParameter(name, default);             // adds AudioParam to
> all subsequently created nodes
> }
>
> // Note that AudioWorker can be told how to configure created nodes
> immediately by implementing the above interface
> interface AudioWorker implements AudioWorkerNodeConfiguration {
>     AudioWorkerNode createAudioWorkerNode();
>     attribute EventHandler onload;  // fires after script has loaded and
> run
> }
>
> // For nicer packaging, the AudioWorkerGlobalScope can configure nodes
> too. This is optional but nice.
> AudioWorkerGlobalScope implements AudioWorkerNodeConfiguration;
>
> So one can go this way (if you don’t care when nodes become usable and
> don’t want the script to do node config):
>
> // main thread
> var worker = ctx.createAudioWorker(“bitcrusher.js”);
> worker.addParameter(“bits”);  // configure in main thread
> var node = worker.createAudioWorkerNode();
> node.bits.value = 8;
>
> // bitcrusher.js
> onaudionodecreated = function(handle) { … }
>
> Or this way (if you want to preload your worker scripts and can let the
> scripts do the node configuration):
>
> // main thread
> var worker = ctx.createAudioWorker(“bitcrusher.js”);
> worker.onload = function() {
>   var node = worker.createAudioWorkerNode();
>   node.bits.value = 8;
> };
>
> // bitcrusher.js
> addParameter(“bits”);   // configure in worker script
> onaudionodecreated = function(handle) { … }
>
> Specing this fully would require some careful statements about how node
> creation events and message events are queued to the worker global scope
> and to the as-yet-nonexistent node handles if the global scope hasn’t
> initialized yet. But that doesn’t seem too hard.
>
> Thoughts?
>
> .            .       .    .  . ...Joe
>
> *Joe Berkovitz*
> President
>
> *Noteflight LLC*
> Boston, Mass.
> phone: +1 978 314 6271
> www.noteflight.com
> "Your music, everywhere"
>
>
>
> On Jan 30, 2015, at 4:58 PM, Joseph Berkovitz <joe@noteflight.com> wrote:
>
> Chris,
>
> Thanks for responding so quickly, I’m really happy to have your feedback
> on this!
>
> On Jan 29, 2015, at 7:47 PM, Chris Wilson <cwilso@google.com> wrote:
>
> Fine work.  A few off-the-cuff comments.
>
>
>    - I had been expecting we will need to do a side-by-side non-factory
>    audio worker and a factory-based one (i.e. this shouldn't replace the
>    AudioWorker I've been spec'ing - it should go alongside.)  This is mostly
>    because you cannot replicate the current API's behavior with this factory
>    proposal[1] (but also the additional complexity).  This obviously would
>    mean the names could not be shared in quite this way.
>
>
>    - I like the packaging into a single worker script - always did.  I
>    only didn't do it that way because of [1].
>
>
> Yes, I read your earlier remarks on preferring the simpler packaging, but
> I didn’t notice your referencing [1] in that argument — I thought your
> original argument was more because of the need to immediately surface the
> AudioParams surfaced right after the creation of the node (not the creation
> of the context).  My proposal does address that, but where it falls down is
> in requiring a promise to complete in between creating the AudioContext and
> creating nodes from it.  I guess these may feel like the same underlying
> issue to you.
>
> Another approach is that one could always use a factory, but let it create
> nodes (promise-free) even before its script has loaded. In which case,
> yeah, configuration has to go outside the script. I would easily relent on
> the configuration-packaging issue if it winds up making these two
> approaches more similar or even identical.
>
>
>    - The method name should NOT be "createAudioWorker", because it
>    doesn't create and return an object named "AudioWorkerNode" (pattern we've
>    established across the API).  I would suggest this should be
>    "loadAudioWorker" or, preferably, "loadAudioWorkerFactory".  (particularly
>    because the AudioWorker classes can't be shared, due to my first point.
>
> Sure, I totally agree (and agonized over this somewhat). I’d rather call
> the interface itself AudioWorkerFactory, actually.
>
>
>    - I'm not sure why you changed "bits" to be a hard-defined number in
>    the bitCrusher example, but it should really be a Param - otherwise it's
>    not a particularly real-world.  I think you were just trying to give a
>    Transferable example - but I was confused the "var bitsArray =
>    e.parameters.bits;" part - is this a leftover?  Regardless, "bits" as a
>    Param is a key feature of what a user would want from a bit crusher.
>
> I agree it’s not very real world. And yes, I forgot to take out the
> bitsArray assignment from the parameters. I kind of rushed this one :-)
>
> Maybe I’ll just make bits into a Param and let the VU example carry the
> weight on Transferables… and read on...
>
>
>    - I'd rather not have an addition Transferable opportunity unless
>    there's a strong demand; it seems more confusing (we'd have to offer
>    guidance on when to use that Transferable vs postMessage vs AudioParam).
>
>
> I think I’ve already changed my mind about that too, and now agree with
> you.
>
> Holding off on changes till more comments surface...
>
>
>
>

Received on Wednesday, 4 February 2015 01:36:17 UTC