And I'm currently working on something even better than that one. This all requires the Audio API in beta version of FF4, though. Otherwise you can't properly control the mix or timing.
I'm also doing a tracker, but I opted to do a complex synthesis model(samples, ring-modulation, LFSR noise, table-based parameter programming) - I think I started almost the same time as the guy I linked to, but I've exposed almost nothing to the UI yet so a lot of the fun stuff is still buried in test code.
My goal is to get it to a stage where I can put together a demo track and, then try to fund a more polished version through Kickstarter. I haven't thought about license yet but I suppose something open-source would be appropriate(so that the sound engine can be integrated in games etc.).
edit: Also, it uses Canvas and the performance has varied widely in FF4 builds. Current Minefield seems like the best option.
seems cool! I am excited that more people are getting into this stuff.
Sorry mine is so limited from a synthesis perspective, I would really like to add more controls as well. I was getting a bit bogged down in all of the UI stuff.
My first reaction when I found out about yours was "fuck, beaten" but given the ambitious direction I took, that's no surprise. :) I've had thoughts about my ideal tracker/sequencer stewing for probably well over a year...the beta builds of FF4 just induced me into laying all of them out and seeing how I can make them work.
It's good to see that we're thinking along similar lines...I'd like to see lots of JS music apps.
And I'm currently working on something even better than that one. This all requires the Audio API in beta version of FF4, though. Otherwise you can't properly control the mix or timing.