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I've been interested in doing collaborative music production in the browser for a while, and this looks to be a solution for the server and transport role. Wher
by mambodog 16y ago
I've been interested in doing collaborative music production in the browser for a while, and this looks to be a solution for the server and transport role. Where I see a problem is in building the client for creating music in the browser.
Currently apps like these are being built in Flash[0], as Javascript lacks a reliable method for playing audio in a strictly timed manner, in the browser. Chrome's Web Audio API[1] and Firefox's Audio Data API[2] will hopefully remedy this, but a stable, unified standard looks to be a while off.
[0] Audiotool: http://audiotool.com/app http://audiotool.com/app
[1] http://chromium.googlecode.com/svn/trunk/samples/audio/specification/specification.html http://chromium.googlecode.com/svn/trunk/samples/audio/speci...
[2] https://wiki.mozilla.org/Audio_Data_API https://wiki.mozilla.org/Audio_Data_API
- reddittor 16y agoThe best approach I can see is using a solution like: https://github.com/scottschiller/SoundManager2 https://github.com/scottschiller/SoundManager2, which will give you the highest level audio API available in the browser environment, and gracefully degrade to a flash fallback for older environments. Also, if you are running a local instance of the loop, you can just use node.js to play audio with almost no latency.
- leviathant 16y agoYeah... I'm going public with an HTML5/Javascript Boss DR-110 drum machine emulator later today, with the main message being that multitrack audio playback sucks hard in Javascript, particularly with respect to timing.