This content originally appeared on web.dev and was authored by Hongchan Choi
You reached this documentation probably because you're developing an app that uses the Web Audio API and experienced some unexpected glitches such as popping noises from the output. You might already be involved in a crbug.com discussion and a Chrome engineer has asked you to upload "tracing data". This guide shows how to obtain the data so you can help engineers triage, and eventually fix, the issue.
Web Audio profiling tools
There are two tools that will help you when profiling Web Audio,
chrome://tracing
and the WebAudio tab in Chrome DevTools.
When do you use chrome://tracing
?
When mysterious "glitches" happen. Profiling the app with the tracing tools gives you insights on:
- Time slices spent by specific function calls on different threads
- Audio callback timing in the timeline view
It usually shows the missed deadlines or the big garbage collection stops that might cause unexpected audio glitches. This information is useful for triaging a bug. Chromium engineers will ask for tracing data if a local reproduction of the issue is not feasible. See The Trace Event Profiling Tool for general instructions on how to trace.
When do you use the WebAudio tab?
When you want to get a feel for how the application performs in the real world. DevTools shows you a running estimate of render capacity, which indicates how the web audio rendering engine is handling render tasks over a given render budget (for example, approximately 2.67ms @ 48KHz). If the capacity goes near 100%, that means your app is likely to produce glitches because the renderer is failing to finish the work in the render budget.
Use chrome://tracing
How to capture tracing data
The instructions below written are for Chrome 80 and later.
For best results, close all other tabs and windows, and disable extensions. Alternatively you can either launch a new instance of Chrome or use other builds from different release channels (e.g. Beta or Canary). Once you have the browser ready, follow the steps below:
-
Open your application (web page) on a tab.
-
Open another tab and go to
chrome://tracing
. -
Press the Record button and select Manually select settings.
-
Press the None buttons on both the Record Categories and Disabled by Default Categories sections.
-
In the Record Categories section, select the following:
audio
blink_gc
media
v8.execute
(if you're interested inAudioWorklet
JS code performance)webaudio
-
In the Disabled by Default Categories section, select the following:
audio-worklet
(if you're interested in where theAudioWorklet
thread starts)webaudio.audionode
(if you need the detailed trace for eachAudioNode
)
-
Press the Record button at the bottom.
-
Go back to your application tab and redo the steps that triggered the issue.
-
When you have enough trace data, go back to the tracing tab and press Stop.
-
The tracing tab will visualize the result.
-
Press Save to save the tracing data.
How to analyze tracing data
The tracing data visualizes how Chrome's web audio engine renders the audio. The renderer has two different render modes: Native mode and Worklet mode. Each mode uses a different threading model, so the tracing results also differ.
Native mode
In Native mode, the AudioOutputDevice
thread runs
all the web audio code. The AudioOutputDevice
is a real-time priority thread
originating from the browser's Audio Service that is driven by the audio
hardware clock. If you see irregularity from the trace data in this lane,
it means the callback timing from the device may be jittery. The combination
of Linux and Pulse Audio is known to have this problem. See the following Chromium issues
for more details: #825823,
#864463.
Worklet mode
In Worklet Mode, which is characterized by one thread jump from
AudioOutputDevice
to the AudioWorklet
thread, you
should see well-aligned traces in two thread lanes as shown below. When the
worklet is activated all the web audio operations are rendered by the
AudioWorklet
thread. This thread is currently not a real-time priority one.
The common irregularity here is a big block caused by the garbage collection
or missed render deadlines. Both cases lead to glitches in the audio stream.
In both cases, the ideal tracing data is characterized by well-aligned audio device callback invocations and render tasks being completed well within the given render budget. The two screenshots above are great examples of the ideal tracing data.
Learning from real-world examples
Example 1: Render tasks going beyond render budget
The screenshot below (Chromium issue #796330) is a
typical example of when code in AudioWorkletProcessor
takes too long and
goes beyond a given render budget. The callback timing is well behaved but
the audio processing function call of the Web Audio API failed to complete the
work before the next device callback.
Your options:
- Reduce the workload of the audio graph by using fewer
AudioNode
instances. - Reduce the workload of your code in the
AudioWorkletProcessor
. - Increase the base latency of
AudioContext
.
Example 2: Significant garbage collection on the worklet thread
Unlike on the native audio rendering thread, garbage collection is managed on the worklet thread. That means if your code does memory allocation/deallocation (e.g. new arrays) it eventually triggers a garbage collection which synchronously blocks the thread. If the workload of web audio operations and garbage collection is bigger than a given render budget, it results in glitches in the audio stream. The following screenshot is an extreme example of this case.
Chrome's AudioWorkletProcessor
implementation generates Float32Array
instances for
the input and output buffer every audio processing callback. This also
slowly builds up the memory usage over time. The team has a plan to improve
the design once the related specification is finalized.
Your options:
- Allocate the memory up front and reuse it whenever possible.
- Use different design patterns based on
SharedArrayBuffer
. Although this is not a perfect solution, several web audio apps use a similar pattern withSharedArrayBuffer
to run the intensive audio code. Examples:
Example 3: Jittery audio device callback from AudioOutputDevice
The precise timing of audio callback is the most important thing for web audio. This should be the most precise clock in your system. If the operating system or its audio subsystem cannot guarantee a solid callback timing, all the subsequent operations will be affected. The following image is an example of jittery audio callback. Compared to the previous two images, the interval between each callback varies significantly.
This is a known issue on Linux, which uses Pulse Audio as an audio backend. This is still under investigation (Chromium issue #825823).
Use the WebAudio tab in Chrome DevTools
You also can use the DevTools tab specifically designed for web audio. This is less comprehensive compared to the tracing tool, but it is useful if you want to gauge the running performance of your application.
Access the panel by opening the Main Menu of DevTools, then go to More tools > WebAudio.
This tab shows information about running instances of BaseAudioContext
.
Use it to see how the web audio renderer is performing on the page.
Since a page can have multiple BaseAudioContext
instances, the Context Selector
(which is the drop-down menu that says realtime (4e1073)
in the last screenshot),
allows you to choose what you want to inspect. The inspector
view shows the properties (e.g. sample rate, buffer size, channel count, and
context state) of a BaseAudioContext
instance that you select, and it
dynamically changes when properties change.
The most useful thing in this view is the status bar at the bottom. It is only
active when the selected BaseAudioContext
is an AudioContext
, which runs
in real-time. This bar shows the instantaneous audio stream quality of a
selected AudioContext
and is updated every second. It provides the following
information:
- Callback interval (ms): Displays the weighted mean/variance of callback interval. Ideally the mean should be stable and the variance should be close to zero. Otherwise the operating system's audio infra might have problems in deeper layers.
- Render Capacity (percent): Follows this formula: (time spent in actual rendering / instantaneous callback interval) × 100. When the capacity gets close to 100 percent, it means that the renderer is doing too much for a given render budget, so you should consider doing less in the web audio code.
You can manullay trigger a garbage collector by clicking the trash can icon.
Conclusion
Debugging audio is hard. Debugging audio in the browser is even harder. However, these tools can ease the pain by providing you with useful insights on how the web audio code performs. In some cases, you may find that web audio does not behave as it should - then do not be afraid to file a bug on Chromium Bug Tracker. While filling out the information, you can follow the guideline above and submit the tracing data you captured with a reproducible test case. With this data the Chrome engineers will be able to fix your bug much faster.
Photo by Jonathan Velasquez on Unsplash
This content originally appeared on web.dev and was authored by Hongchan Choi

Hongchan Choi | Sciencx (2020-05-04T00:00:00+00:00) Profiling Web Audio apps in Chrome. Retrieved from https://www.scien.cx/2020/05/04/profiling-web-audio-apps-in-chrome/
Please log in to upload a file.
There are no updates yet.
Click the Upload button above to add an update.