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Comment · 4 years ago
Hey all, Nick from Elementary Audio here. I spent some time in the discussion below yesterday and coming back to it again now I can see this continued to get way more attention than I expected! Thanks for all of your thoughts.

There's a lot of discussion here, and although I'd love to visit every comment in specific I think it makes sense to speak in summary to a few of the major themes/underlying questions here. In general, the discussion here surrounds totally valid concerns that I'll try to cover, and I understand after this thread that my messaging needs some serious work to speak to those concerns.

Before I get to those questions, I want to start with some of the things that Elementary is _not_ well suited for, or some areas where Elementary currently has some limitations.

* It's a young project; there are plenty of standard library features that are not implemented yet (oversampling, several more filter topologies, iFFT, etc). That might mean Elementary is currently ill-suited for your project

* It uses a generalized, block-based graph rendering algorithm. If you have hard performance requirements or need highly specific and hand tuned DSP optimizations, Elementary is currently not ready for you.

* Because of the current rendering algorithm, you cannot specify signal flow graphs that have 1-sample feedback loops.

With that out of the way, let's talk through some of the questions here that seem to underly many of the comments.

1. Why JavaScript?

* It's inarguably one of the most widely used languages in the world

* It's more than fast enough for the role that it plays in Elementary

* It's the language of the web; which isn't going anywhere any time soon, and at the same time the industry is showing us demand for audio software that runs in the web.

* JavaScript/web tech has pioneered the way that we write app UIs over the last decade, and continues to do so

* JavaScript/web tech has pioneered oen of the best developer experience/workflows in software development

2. How can JavaScript possibly be fast enough for this?

* Elementary uses JavaScript only to _describe_ audio processes, not execute them

* All of the actual audio processing is handled in the underlying C++ audio engine

* This engine is compiled to native, platform-specific targets in the appropriate cases (i.e. plugins, cli), and only compiled to WASM when appropriate for running in the browser

* The description of the audio process is done with an extremely lightweight virtual representation for which JavaScript is more than fast enough, and for which garbage collection and seamless integration with application logic and user interface programming is desirable

3. What about latency?

* The core audio engine adds no audio latency overhead whatsoever; if you're running a platform/native target, you're running with the same latency that your drivers/plugin host are delivering to Elementary. Until, of course, you describe an audio graph which introduces new latency; that's on you.

* When compiled to WASM to run in the browser, of course there's additional implications here, but that's a reality of targeting the web in the first place. Elementary doesn't force you to the web, or force you to wasm, but if you want to run in the web, accepting the latency implications yourself for your own apps, Elementary can go there with you

4. What about bottom line performance? Professional, commercial software??

* Elementary will not make the claim that for executing a static graph it will outperform native C/C++ hand-tailored to the application demands. That would be crazy; it's probably fair to say that highly specialized code can always outperform generalized algorithms.

* Elementary will make the claim that for plenty of applications, generalized graph processing is surely fast enough.

* The generalized graph processing algorithm is fast enough because the audio processing is purely native (or compiled to wasm); we do not execute any JavaScript itself on the audio processing thread

5. What about Faust/SuperCollider/PureData/ChucK/Max...?

* I have direct experience with many of these languages, and have reviewed almost all of the others in detail. I think they're excellent pieces of software for prototyping and exploring. I also think they're generally weaker for shipping complete applications.

* Of course you can use Faust/Max Gen or similar to generate C++ and then bolt on your own application harness, and I'd encourage you to try. For non-trivial applications, interfacing between the UI and the DSP becomes cumbersome. Elementary aims to provide a better experience here.

6. Why do any of this at all?

The current dev process and workflow for writing audio software has stagnated; it takes so much time to turn a prototype into a product and we regularly accept complexities and limitations that for so many types of apps we no longer need to accept. Elementary offers a new way of prototyping and shipping those apps more easily and more quickly.

Thanks again for all the discussion, I hope this clears up some of the details.

Cheers, Nick

Comment · 4 years ago
100%. I'm actively learning exactly this, haha :). It's helpful feedback, thank you!
Comment · 4 years ago
I couldn't agree with this more. Even beyond the web audio API, we have similar graph APIs in the low level/native C++ world that become unmanageable in their complexity simply due to an inability to compose and manage transitions with ease.

This is exactly one of the difficulties that Elementary aims to address, whether you're running in the browser (where indeed, Elementary uses almost none of the actual web audio api), or natively.

Comment · 4 years ago
That is indeed on offer :)

The new docs structure broke the website links, I'll get that fixed asap. See here in the mean time: https://www.elementary.audio/docs/packages/plugin-renderer

Also, as another user here has already pointed out, the "plugin development kit" is still macos only, though I anticipate releasing the windows version within hopefully a week or two.

Comment · 4 years ago
Nope! You can run the same Elementary code in the web browser, at the command line, offline (for file->file processing), or in a native audio plugin
Comment · 4 years ago
Comment · 4 years ago
Hey, Nick from Elementary Audio here.

You're totally right that in this domain you have to be extremely careful with performance and latency. Elementary takes great care to deliver that; it's a JavaScript "frontend" API but all of the actual handling of audio is done natively with high quality realtime constraints. The core engine is all native C/C++, and we run in the web by compiling to wasm and running inside a web worker. For delivering a desktop app or audio plugin, the native engine is compiled directly into the target binary.

So, while JavaScript and garbage collectors can bring a performance concern, we're only using JavaScript there for handling the lightweight virtual representation of the underlying engine state, and for that role JavaScript is plenty fast enough and the garbage collector quite helpful!

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