wavegl
Generate Audio in the GPU and stream to the Audio Card.
WebGL + Web Audio API.
JS Libraries:
Some code taken from GLSL.io.
The idea
- We can implement a DSP function in a GLSL Fragment. A texture will package a buffer of DSPs calls.
- The DSP signal must be encoded in a scanline direction: colors, left-right, top-bottom,
- Then we can just use the buffer of the texture as an audio chunk: We just have to schedule this buffer with Web Audio API.
- Then, we just do this loop again each second :-)
A 105 x 105 image is enough to code 1 second of audio (1-channel, 44100Hz, 8bit-samples). Rendering a 105x105 image each second is nothing :-)
Proof of Concept
WebGL uses GLSL language: a C-like, but with high level types and math functions.
https://www.khronos.org/registry/webgl/specs/latest/1.0/#readpixels
function readPixels (gl, width, height) {
var pixels = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
return pixels;
}
http://www.w3.org/TR/webaudio/
var audioCtx = new AudioContext();
var playTime = audioCtx.currentTime;
var bufferSource = context.createBufferSource();
bufferSource.buffer = pixels;
bufferSource.start(time);
setInterval(function schedulingLoop () {
if (endOfTheScheduledAudioIsSoon()) {
scheduleNext();
}
}, 100);
See also https://github.com/gre/zampling/blob/master/src/utils/AudioChunker.js
Notes:
- The GLSL code will have to encode the image in order that it respect the readPixels order: RGBA, left to right, top to bottom. Then we can just plug this into the Audio Card !!
- Render one frame in the GPU is very fast.
- a texture of 105x105 is enough to generate 1 second of sound. (44100 samples β 105x105x4)
Then we can make a wrapper to only have to implement this:
const float PI = acos(-1.0)
float dsp (float t) {
return 0.1 * sin(2.0 * PI * t * 440); // Hello world of the audio
}
About "Functional Audio"
"Functional Audio" is a low level way to generate music, quite different from Web Audio API paradigm (modular audio).
dsp: (t: Number) => (sample: Float)
t
: absolute time in seconds.
sample
: value from -1.0 to 1.0. Amplitude of the sound.
This function is called 44'100 times per second!
It is:
- Generative audio.
- Low Level.
- Pure Math.
The team
- @dohzya
- @c4m
- @guyonvarch
- @gre
Bootstraped in Hackday @zengularity
License
AGPLv3
Build the project
First time:
npm install
Then:
npm run build
Then open index.html
.
Watch loop for development:
npm run watch
Known limitations
the main idea is to have this pipeline: GLSL (GPU) -> readPixels -> WebAudioAPI (Audio Card)
. No overhead of JS, pipe an Uint8Array from the GPU to the Audio Card !
The idea is a hack at the start but they could be some real potential :-)
The GLSL have limitation for such hack usage though :-D After like 2 minutes you will start notice some noise in the sound, well that is due to float imprecision (I also had to use a float in second instead of an int sample number) + there is no support for binary logic operator so we can't make ByteBeat + Latency is an issue if you want to have user interaction.