[flocking-users] WebAudio Nodes

Adam Tindale adamrtindale at gmail.com
Tue Mar 11 21:48:36 EDT 2014

Hi Colin,

Thanks for the skeleton. I'm having trouble getting it to behave properly.
Regardless of what I do the gain it has no effect on the audio output.

My first guess was that the scriptnode was still attached to the
destination, so I tried to attach the gainNode to the destination and then
disconnect the scriptNode from connecting directly to the destination.


var as = flock.enviro.shared.audioStrategy;
as.flockingJSNode = as.jsNode; // Better keep a reference around, just in
case it could get garbage collected.

// Create the new gain node and set parameters on it.
var gainNode = as.context.createGainNode();
gainNode.gain.value = .00000001;

// Connect the Flocking jsNode up to it.




This didn't work. It does launch without errors however.

Any advice is appreciated.


On Mon, Feb 24, 2014 at 11:26 AM, Colin Clark <colin at colinclark.org> wrote:

> Hi again Adam,
> On Feb 24, 2014, at 11:07 AM, Adam Tindale <adamrtindale at gmail.com> wrote:
> > The future directions for mixing webaudio nodes with Flocking.js nodes
> sound incredible! I would love to see that integration.
> Ok, I'll  set aside some time to look into this soon. I've filed an issue
> about it here:
> https://github.com/colinbdclark/Flocking/issues/71
> > What I am specifically trying to do is user a pannerNode in WebAudio and
> use the 3D panning features with WebGL to have a full 3D audio/visual
> environment.
> That sounds great. I am, as we speak, working on a panner unit generator
> for Flocking, but it unfortunately won't yet have any kind of 3D
> spatializing features. This is one of the areas where the Web Audio API
> really does excel, so your approach of mixing Flocking with native nodes
> makes a lot of sense here.
> > I'll submit some code to this thread as I get it working.
> Looking forward to seeing it!
> Colin
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