Toby Jaffey https://mastodon.me.uk/@tobyjaffey
Straightforward examples of integrating Zig and Wasm for audio and graphics on the web.
Compiling against Zig v0.13.0.
Where C code requires functions from the C library, https://github.com/ringtailsoftware/zeptolibc is used.
Visit https://ringtailsoftware.github.io/zig-wasm-audio-framebuffer
- Sinetone, simple waveform generator
- Synth, HTML/CSS piano keyboard driving MIDI synth
- Mod, Pro-Tracker mod player
- Mandelbrot, mandelbrot set, mouse interaction
- Bat, arcade style game skeleton, keyboard control, interactive graphics, background music, sound effects
- Doom, Doom1 Shareware, keyboard control, MIDI music, sound effects
- TinyGL, software GL renderer in Wasm
- OliveC, graphics library with sprite blit, circle, rectangle, line, etc.
- Agnes, NES emulator (no sound)
- Terminal, libvterm based terminal emulator, playing a terminal tetris game
- Cross-platform (running on multiple browsers and operating systems)
- Simple understandable code. No hidden libraries, no "emscripten magic"
- Main loop in browser, wasm responds to function calls to init/update/render
- One wasm binary per program
- Use existing C libraries to do fun things
zig build && zig build serve -- zig-out -p 8000
Browse to http://localhost:8000
An in-memory 32bpp ARGB framebuffer is created and controlled in Zig. To render onto a canvas element, JavaScript:
- Requests the framebuffer Zig/WebAssembly pointer with
getGfxBufPtr()
- Wraps the memory in a
Uint8ClampedArray
- Creates an
ImageData
from theUint8ClampedArray
- Shows the
ImageData
in canvas's graphics context
An AudioWorkletNode is used to move PCM samples from WebAssembly to the audio output device.
The system is hardcoded to 2 channels (stereo) and uses 32-bit floats for audio data throughout. In-memory arrays of audio data are created and controlled in Zig.
The AudioWorkletNode expects to pull chunks of audio to be rendered on-demand. However, being isolated from the main thread it cannot directly communicate with the main Wasm program. This is solved by using a shared ringbuffer. To render audio to the output device, JavaScript:
- Tells Zig/WebAssembly the expected sample rate in Hz for the output device,
setSampleRate(44100)
- Forever, checks if the ringbuffer has space for more data
- Tells Zig/WebAssembly to fill its audio buffers with
renderSoundQuantum()
- Fetches pointers to the left and right channels using
getLeftBufPtr()
getRightBufPtr()
- Copies from left and right channels into the ringbuffer
The WasmPcm
(wasmpcm.js
) class creates the AudioWorkletNode
WASMWorkletProcessor
using pcm-processor.js
. At regular intervals WasmPcm
calls pcmProcess()
to request audio data from Wasm.
Tested on Safari/Chrome/Firefox on macOS, Safari on iPhone SE2/iPad, Chrome/Android Galaxy Tablet
By default web audio plays under the same rules as the ringer. The unmute.js
script loops a constant silence in the background to force playback while the mute button is on.
To share data between the main thread and the worklet, SharedArrayBuffer is used. This requires two HTTP headers to be set:
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
However, this is worked around by using coi-serviceworker which reloads the page on startup.