Thanks for the feedback, Mike. This is really helpful!

Mitigation strategies include adding jitter (dithering) and quantization so
> that the exact skew is incorrectly reported
>

This bit refers to the randomization mechanism deployed by other browsers,
but this approach defeats the purpose of this specific API and it is also
argued in the spec:

Note however that most audio systems aim for low latency, to synchronise
> the audio generated by WebAudio to other audio or video sources or to
> visual cues (for example in a game, or an audio recording or music making
> environment). Excessive latency decreases usability and may be an
> accessibility issue.


If the reported value is incorrect, the A/V synchronization won't be
possible. (Perhaps chcunningham@ can say more about this use case.)

One mitigation idea: we can do some research to collect values reported by
major platforms/devices and devise a reasonable "bucket system" for them.


On Tue, Nov 16, 2021 at 8:14 AM Mike Taylor <miketa...@chromium.org> wrote:

> I suppose it would be nice to do some testing to verify the idea that
> there's a small number of platform + audio device pairs. I was hoping 
> Mozilla's
> hardware survey <https://data.firefox.com/dashboard/hardware> might have
> something on that, but it doesn't track speakers.
>
> Just from some simple testing with the following script (thanks dmcardle@
> for the snippet) in Firefox on macOS by 3 people, we have very different
> values that change dramatically when you unplug a headset:
>
> ```
> (function getNextSample() {
>     console.log((new AudioContext).outputLatency);
>     setTimeout(getNextSample, 10);
> })();
> ```
> Here's the values on my macbook, using Firefox Nightly:
> bose headset plugged in: 0.005895833
> take headset out: 0.013083333
> plug bose headset back in: 0.005875 (different, but stable)
>
> https://www.w3.org/TR/webaudio/#priv-sec mentions some mitigation
> strategies - do we have a plan to apply any of them?
>
> On 11/15/21 11:53 AM, Ajay Rahatekar wrote:
>
> The small number of platform + audio output device combination i.e. a
> large number of users with the same platform and output device  (users on
> macOS using airpods) would likely be a natural obfuscator. Not sure if we
> have data about the distribution.
>
> On Mon, Nov 15, 2021 at 8:05 AM Mike Taylor <miketa...@chromium.org>
> wrote:
>
>> On 11/15/21 10:56 AM, Hongchan Choi wrote:
>>
>> On Mon, Nov 15, 2021 at 6:49 AM Mike Taylor <miketa...@chromium.org>
>> wrote:
>>
>>> On 11/15/21 1:47 AM, Yoav Weiss wrote:
>>>
>>> On Fri, Nov 12, 2021 at 5:33 PM 'Ajay Rahatekar' via blink-dev <
>>> blink-dev@chromium.org> wrote:
>>>
>>>>
>>>> TAG review status
>>>>
>>>> Completed: Web Audio API specification is W3C Recommendation.
>>>>
>>>> Risks
>>>>
>>>> There is a risk of the feature being used for fingerprinting. However 
>>>> outputLatency
>>>> is the buffer size of the platform-provided audio callback, so the value is
>>>> inherently platform-specific. That said, the majority of the platform audio
>>>> buffer size is widely known. (MacOS = 128 frames, Windows = 10ms, Android =
>>>> 96 frames, etc)
>>>>
>>>> This feature  does not expose more than what you can query/infer from
>>>> the UA string.
>>>>
>>>
>>> Would that exposure map cleanly to UA-Platform
>>> <https://wicg.github.io/ua-client-hints/#sec-ch-ua-platform>, which is
>>> considered low-entropy and exposed by default? Or would it add more than
>>> that?
>>>
>>> /cc +Mike Taylor <miketa...@chromium.org>
>>>
>>>> Looking at
>>> https://www.w3.org/TR/webaudio/#dom-audiocontext-outputlatency, it
>>> states that it depends on the platform _and_ the hardware output device. If
>>> I use an app using outputLatency with speaker A, then switch to speaker B,
>>> will the outputLatency remain the same?
>>>
>>
>> The specification says: If the audio output device is changed the
>> outputLatency attribute value will be updated accordingly.
>>
>> So the answer is no. The value will change accordingly.
>>
>> If that's the case, then outputLatency can reveal more entropy than just
>> platform alone, right? It would be useful to know what this looks like in
>> practice, or what mitigations we might be able to apply depending on the
>> size of these latency differences.
>>
>
>

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