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Re: [Public WebGL] Proposal for WebAL



Have you checked out that other WebAL?

https://github.com/benvanik/WebAL


--mikko


On Tue, Jan 11, 2011 at 10:12 PM, Steve Baker <steve@sjbaker.org> wrote:
>
> On 01/11/2011 12:59 PM, Benoit Jacob wrote:
>> ----- Original Message -----
>>
>>> On Tue, Jan 11, 2011 at 10:50 AM, Steve Baker <steve@sjbaker.org>
>>> wrote:
>>>
>>>> In the course of writing my WebGL game, it became painfully obvious
>>>> that
>>>> the audio capabilities of present browsers is woefully inadequate to
>>>> the
>>>> task of rendering game audio - and I've decided to try to evangalize
>>>> what I think is the clear and obvious solution to the problem. I
>>>> call
>>>> it "WebAL".
>>>>
>>>> This is off-topic for this list - but I'm trying to propose a
>>>> solution
>>>> that closely mirrors WebGL, both in structure and in how it gets
>>>> adopted
>>>> and implemented and I presume that the people who inhabit this list
>>>> will
>>>> either be the right people to talk to - or will know who those
>>>> people are.
>>>>
>>>> I have written a white-paper describing why we need it, what it
>>>> should
>>>> be - and how I think it should happen:
>>>>
>>>>
>>>> http://www.sjbaker.org/wiki/index.php?title=WebAL_-_Interactive_audio_for_browsers
>>>>
>>>> Please SPAM it to anyone who will listen!!
>>>>
>>>> I also created a mailing list to centralize the discussion:
>>>>
>>>>  http://lists.sjbaker.org/listinfo.cgi/webal-sjbaker.org
>>>>
>>>> Thanks in advance
>>>>
>>> Please look into the Web Audio incubator group at
>>> http://www.w3.org/2005/Incubator/audio/ and in particular the Web
>>> Audio API specification proposal at
>>> http://chromium.googlecode.com/svn/trunk/samples/audio/specification/specification.html
>>> . This is an API designed by an audio processing expert (Chris Rogers)
>>> which provides low latency audio and extremely powerful capabilities.
>>> The initial implementation in WebKit is nearly complete on all
>>> platforms. I think it would be best to focus efforts on the
>>> development of this API rather than start a new one.
>>>
>> And also, a different (lower level, I'm told) approach is being implemented in Firefox 4:
>>
>> https://wiki.mozilla.org/Audio_Data_API
>>
>> Benoit
>>
>
> I'd seen the Audio_Data_API before - I'm not sure what applications it's
> designed to address - but it doesn't cover any of the issues that
> practical game folk are likely to need.  Basically, it lets you read out
> and write back raw audio data and have the <audio> tag system play it
> back.  That's not the problem here - it's that the <audio> playback
> system itself is fundamentally flawed.
>
> The Audio API specification is a new one on me - I searched for such
> things and failed to find them.
>
> However, it suffers from the same problems as previous efforts - it
> re-invents the wheel.  Consequently it's a complete unknown to anyone
> who might be considering switching to Web-based gaming.  The reason
> WebGL is so interesting is precisely that there is absolutely nothing
> new or novel about it.   We have OpenGL-ES 2 - translated to
> JavaScript.   My proposal is to take the nearest thing in the gaming
> world to OpenGL-for-audio (which is OpenAL) and do the exact same
> thing.   Because OpenAL is so widely used (there are a slew of shipping
> games using it) - we know it covers all the bases and is familiar to
> developers.
>
> I need to read the Audio API specification more closely though - despite
> asking around everywhere I could find over the last few months - this is
> the literally the first I've heard of it!
>
> The thing that's compelling about OpenAL is that it's just like OpenGL.
> The API is instantly familiar - if you know OpenGL (or, by extension,
> WebGL) then you know OpenAL (and by extension, the WebAL that I
> propose).   But also, you can position audio sources in 3D space with
> the same 4x4 matrices you use for positioning the corresponding
> graphical object.  You position "listeners" just like you'd position a
> camera - and let the API worry about all the spatialization, doppler,
> range attenuation, etc.
>
> Anyway - this isn't the place to discuss it - and I need to read the
> Audio API spec in detail.
>
>  -- Steve
>
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>



-- 
Mikko Mononen, Software Engineer
http://tinkercad.com - The unprofessional solid CAD

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