The epic Pacman 30th anniversary Google Doodle, along with Ben Firshman’s dynamicaudio.js library for dynamically generating audio, collectively persuaded me that I haven’t done any mad Javascript hacking for far too long. My response to this state of affairs is JSModPlayer, a player for .MOD music files (the mainstay of Amiga and PC sample-based music circa 1990).
So far it only implements a subset of the possible sample effects, and it demands a very fast Javascript engine – luckily all the new breed of browsers are pretty competitive at that now. Even so, unless your CPU is an absolute behemoth, it’ll probably struggle to keep up – the audio output is fixed at 44100Hz, and that’s rather a lot of numbers for Javascript to crunch, especially when the MOD file gets up to 16 or more channels. Which, amusingly enough, is exactly the situation we had back when we were using Gravis Ultrasounds on 386es. Hurrah for progress!
Update 2010-06-08: Oops. In the process of testing how Safari 5 shapes up, I discovered a rather silly oversight: the audio buffering routine was set up to never use more than 10% of CPU. Now that I’ve fixed it, it turns out that Chrome and Safari (at least) have no trouble at all playing Jugi’s Dope theme in its 28-channel glory. (However, taking the brakes off the buffering does mean that we can’t reliably pause the audio any more. A small price to pay, I think you’ll agree.)
This is it then… my big comeback to the Javascript demo scene after a two year absence, and also the moment when my demo coding muse returned from a long holiday, I guess. Ladies and gentlemen, I give you… Antisocial, a biting satire on social networking phenomena.
So I wanted to enter the 