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by cromwellian 4734 days ago
I'm not sure how reverting to a lower level JS-driven API could fix the performance issues. High performance audio, like 2D and 3D graphics, needs the ability to offload to native code or dedicated hardware. Writing a DSP in JS makes things portable, but so does writing an OpenGL rasterizer in CPU code. OpenGL to this day still has portability issues between GPUs, but the benefits outweigh the disadvantages.

The only solution is IMHO is to keep finding holes in the spec, driven by feedback from application developers, and plugging the holes.

I don't think a spec/standards committee can fix all of these issues, and like with OpenGL, I suspect, we'll need Web Audio 1.1/1.2/1.3/etc

1 comments

Absolutely. Feedback from developers testing their applications and ideas with the existing implementations is crucial to having a high quality spec, so if you have specific issues, please provide feedback here: http://lists.w3.org/Archives/Public/public-audio/. We'll definitely take that into consideration and we can always amend the spec based on the feedback we receive to improve things.