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audio-shader

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* fix noisy example in node * think of threads for nogl-shader-output * try to hook up headless-gl still. It is faster. nogl-shader is unbearably slow. * think of providing input channels as multiple connections, where each channel is represented by a texture with N height. It is logical at least. * think of providing output as a texture of a height N, where each row is for separate channel. * facilitate interconnected audio-shaders so that they just pass textures one to another instead of converting/unconverting audio buffers. So to let us process sound in GPU with minimal possible delays. * ensure timeDelta is delta between chunks, not the rendering time * add destructors, destruct & clean memory on stream end * detect output type from shader code automatically * benchmark comparison with native js, e.g. filter node * pass input chunk data * shadertoy tests * frequency shader, where not time but f-domain data passed