Blind tests have been conducted with professional guitar players who compared positively our real-time, low-latency, realistic tube guitar amps simulations with state-of-the-art native equivalents. We have studied different real guitar tube amps and created an interactive Web application for experimenting, validating and building different amp designs that can be run in browsers. In this paper are exposed our latest experiments with the WebAudio API to design different types of gears for guitarists: real-time simulations of tube guitars amplifiers, fx pedals, and their integration in a virtual pedal board. The complete workflow, from the Faust DSP source written and tested in a fully functional editor, to a self-contained plugin running in a separate host application, will be demonstrated. Recent improvements done in the toolchain, going from the DSP source to a ready-to-use WAP compatible plugin will be presented. In this paper, we present a solution based around FAUST, its redesigned Web based editor, and the integration of a plugin GUI editor allowing to directly test, generate and deploy WAP plugins. In the DSL category, we already did developments to use the FAUST audio DSP language. It aims to facilitate the interoperability of audio/MIDI plugins developed either using pure Web APIs, porting existing native code bases, or using Domain Specific Languages (DSL). Our group previously presented an open format for WebAudio Plugins named WAP. Most of them aim to facilitate adapting existing code base (usually developed in native languages like C/C++) as well as facilitating the use of existing audio DSP languages and platforms. Several initiatives are emerging, from business enterprise based ones (Propellerhead Rack Extension running on the Web), to more community based open-source projects. The development and porting of virtual instruments or audio effects on the Web platform is a hot topic. By processing these inter- actions on animation requests, the interface is kept smooth and dynamically scales the amount of track. Execut- ing a function and updating on an arbitrary time-frame will either update too frequently, wasting resources, or too sparse causing jitter and missed-frames. This adds the passed function into an animation queue which is executed at the next rendered animation frame. These elements are all triggered by using the requestAnimationFrame from the HTML Living standard 3. This in- cludes track meters, session clocks, and moving play- heads. An important mechanism in music production is UI feedback, through updating interface elements. The mixer view gives all of the controls but the user looses the timeline view of regions. However this view removes the channel-based controls such as volume and pan- ning. The timeline view, shown in Figure 2, places audio regions onto a movable background, delineated with times- tamps indicating when regions will play. Both views interact with the same underlying model but are rendered with different controls. To reduce the poten- tial training / adjustment time for participants the presented browser DAW retains these views. A DAW traditionally has two views, the timeline and mixer. For instance the solo and mute buttons pro- vide user feedback on the current state whilst also giving a simple interaction to toggle the state. Each view element is bound onto the model to provide an interaction and feedback. The user interface is built using AnuglarJS, which facilitates the building of dynamic HTML pages. a well-defined model simplifies the view creation process.
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