4 ms·
I agree that for games the market hasn't really been there, and they're probably served well enough by the positional-audio stuff plus a slew of semi-standard e
by _delirium 13y ago
I agree that for games the market hasn't really been there, and they're probably served well enough by the positional-audio stuff plus a slew of semi-standard effects. And I realize games are the big commercial driver of this stuff, so if they don't care, we won't get the "nVidia of audio".
I'm not primarily interested in games myself, though, but in computer-music software, interactive audio installations, livecoding, real-time algorithm and data sonification, etc. And for those use cases I think the fastest way forward really just is: 1) a raw audio API; and 2) fast JS engines. Some kind of audio shader language would be even better perhaps, but not strictly necessary, and I'd rather not wait forever for it. I mean to be honest I'd be happy if I could do on the web platform today what I could do in 2000 in C, which is not that demanding a level of performance. V8 plus TypedArrays brings us pretty close, from just a code-execution perspective, certainly close enough to do some interesting stuff.
Two interesting things I've run across in that vein that are starting to move procedural-audio stuff onto the web platform:
* http://charlie-roberts.com/gibber/info/?page_id=6 http://charlie-roberts.com/gibber/info/?page_id=6
* http://www.bfxr.net/ http://www.bfxr.net/
There are already quite a few interactive-synth type apps on mobile, so mobile devices can do it, hardware-wise. They're just currently mostly apps rather than web apps. But if you can do DSP in Dalvik, which isn't really a speed demon, I don't see why you can't do it in V8.
Edit: oops, the 2nd one is in Flash rather than JS. Take it instead then as example of the stuff that would be nice to not have to do in Flash...