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by _pgon
3207 days ago
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I think you're missing the point entirely. It's like a modular synthesiser. It's not "serious business" but this is the browser after all. Plug a few oscillators into each other and you have an FM synth. Feed delays into each other, etc, etc. You can do that in a few lines of code with no dependencies. To me, that's a huge potential audience. If you want a array of samples and depend on dozens of JS libs for functionality, well, I'm sure the AudioWorkers will catch up eventually. |
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As far as potential audience, in the time I've spent lurking in the Web Audio community, it seems like developers fall into one of two camps: 1) building toy projects for their own edification/learning, and happy to have the Web Audio API 2) trying to build a serious product (DAW, game, whatever) and super frustrated with the API. It seems pretty clear to me that end-users would be much better off if camp 2 had a good low-level API to work with.. camp 1 is not making much that gets used by end-users.
> It's not "serious business" but this is the browser after all.
Modern JS performance is actually quite good, and WebAssembly is only going to make it better. I think you underestimate the potential of audio processing in the browser.
> It's like a modular synthesiser.
I own hardware modular synths, and I built a proof-of-concept modular synth environment using the Web Audio API (https://github.com/rsimmons/plinth). The API makes it hard to build even simple things like well-behaved envelope generators or pitch quantizers. So even if you viewed the API as a sort of code-level modular synth environment, it's pretty unsuited to anything beyond trivial use cases.
The browser-based experimental/modular audio stuff that has any traction (e.g. https://github.com/charlieroberts) doesn't use the built-in nodes for these reasons.