*# Presenter:* Michel Buffa (Michel.BUFFA@univ-cotedazur.fr) Prof/Researcher at Université Côte d'Azur / France AC Rep In charge of a national research project involving WebAudio, co-creator of a proposal for a WebAudio plugin standard. *# Topic:* Discuss interoperability/reusability of high level WebAudio components (effects, instruments, procedural music engines, etc.) and their possible integration on Web Games, in particular when targeting low end devices. *# Position Statement:* With other researchers/developers we proposed a standard for WebAudio plugins, that supports different approaches: plugins written in JavaScript or compiled to WebAssembly from C/C++ or DSL such as FAUST. However, we encounter several limitations: - Our plugins are identified by URIs and all the codes and assets are dowloaded on the fly by host applications. This architecture, that mimics what we have in the native world, makes caching of code and assets difficult. PWA with our plugins is not possible. - High audio latency on mobile implementations, making games that would need to compute the pitch in real time impossible (karaoke, guitar games etc.) - No easy way to measure performances or memory/cpu usage due to fingerprinting, while many games require adaptability, in particular when running on low end devices. - AudioWorklet performances: running games as PWA should allow to run the AudioWorklet code in a higher priority thread than the one used for regular web apps. *# Implementation ideas* - Mainly: see how PWA games could grant privileges to get better performances / get access to cpu / memory usage, could cache WebComponents code downloaded on demand (not imported statically at loading time)