Marcel Blum
Marcel Blum
The convolution reverb decay won't change in realtime because the impulse response buffer creation is asynchronous. When you set a new decay, the previous IR buffer will get GCed eventually...
Yeah it seems to be a consequence of the processing, what I have unscientifically found to work best is to boost the volume using pre- and post-`GainNode`s both set to...
Honestly crunching all these numbers in pure JS is so cpu intensive as it is, I wouldn't want to pile on any further computation, which is why I settled on...
Full disclosure, I'm not a maintainer of this project just a tinkerer who forked it. I'm not sure why you would want to port this to c++ as there are...
It can be computed, a mathematician figured it out centuries ago I forget who, has to do with Pythagorean commas etc etc: ```js function semitonesToSpeed(semitones) { return Math.pow(2, (semitones/12)); }...
I have worked with optimizing this on a private fork for my use in an electron app. Due to my use case I was able to optimize specifically for Chrome...
I'm using electron 22 as well. I'm not sure what you mean by "when the player is paused". In my tests I found that if no audio is coming through...
[phase-vocoder.zip](https://github.com/olvb/phaze/files/11636799/phase-vocoder.zip)
I see, you're using an `` player via `createMediaElementSource`. Try explicitly disconnecting `mediaSource` on pause and reconnecting on play every time to get the desired behavior. Also using my fork...