On Wed, 16 Jul 2008, Dr. Markus Walther wrote:
I have noted an asymmetry between canvas and audio:
canvas supports loading of ready-made images _and_ pixel manipulation
(get/putImageData).
audio supports loading of ready-made audio but _not_ sample
manipulation.
[...] Question: What
I think an interesting approach for an audio canvas would be to allow
you to both manipulate audio data directly (through a
getSampleData/putSampleData type interface), but also build up an audio
filter graph, both with some predefined filters/generators and with the
ability to do filters in
I entirely agree. In my own proposal sofar I only mentioned simple
time-domain ops (cut/add silence/fade) as filters - what would be the
filters/generators on your wishlist?
Some of those :
http://en.wikipedia.org/wiki/Fast_Tracker#Effects
So we'll be able to implement a web based tracker.
On Jul 16, 2008, at 11:25 AM, Dave Singer wrote:
At 20:18 +0200 16/07/08, Dr. Markus Walther wrote:
get/setSample(samplePoint t, sampleValue v, channel c).
For the sketched use case - in-browser audio editor -, functions on
sample regions from {cut/add silence/amplify/fade} would be nice
://www.speech.kth.se/snack/man/snack2.2/tcl-man.html) can serve as
inspiration already. A carefully chosen subset of Snack might be a good
start.
David
- Original Message - From: Dave Singer [EMAIL PROTECTED]
To: whatwg@lists.whatwg.org
Sent: Wednesday, July 16, 2008 2:25 PM
Subject: Re: [whatwg] Audio
I have noted an asymmetry between canvas and audio:
canvas supports loading of ready-made images _and_ pixel manipulation
(get/putImageData).
audio supports loading of ready-made audio but _not_ sample manipulation.
With browser JavaScript getting faster all the time (Squirrelfish...),
Question: What do people think about making audio more like
canvas as sketched above?
I don't believe it would be appropriate for the audio tag to take on
such an API. My reason is that canvas is very different from other
elements -- it doesn't actually support any form of image loading
On Wed, Jul 16, 2008 at 1:10 PM, Oliver Hunt [EMAIL PROTECTED] wrote:
Question: What do people think about making audio more like canvas as
sketched above?
Well I guess it would be cool for writing canvas games, and necessary
if support for microphone or webcam is added in html in the future.
On Jul 16, 2008, at 4:39 AM, Fabien Meghazi wrote:
On Wed, Jul 16, 2008 at 1:10 PM, Oliver Hunt [EMAIL PROTECTED] wrote:
Question: What do people think about making audio more like
canvas as
sketched above?
Well I guess it would be cool for writing canvas games, and necessary
if support
I should note that i am not necessarily against the idea of an audio
equivalent of the canvas element, i just don't believe such an API should be
part of the audio element.
Do you mean adding audio facilities as described by Markus into the canvas API ?
If yes, I totally agree.
--
Fabien
On Jul 16, 2008, at 5:00 AM, Fabien Meghazi wrote:
I should note that i am not necessarily against the idea of an audio
equivalent of the canvas element, i just don't believe such an API
should be
part of the audio element.
Do you mean adding audio facilities as described by Markus into
Dr. Markus Walther wrote:
I have noted an asymmetry between canvas and audio:
canvas supports loading of ready-made images _and_ pixel manipulation
(get/putImageData).
audio supports loading of ready-made audio but _not_ sample manipulation.
With browser JavaScript getting faster all the
Mathieu HENRI wrote:
Dr. Markus Walther wrote:
I have noted an asymmetry between canvas and audio:
canvas supports loading of ready-made images _and_ pixel
manipulation (get/putImageData).
audio supports loading of ready-made audio but _not_ sample
manipulation.
With browser JavaScript
My understanding of HTMLMediaElement is that the currentTime, volume
and playbackRate properties can be modified live.
So in a way Audio is already like Canvas : the developer modify things
on the go. There is no automated animations/transitions like in SVG
for instance.
Doing a cross
Dr. Markus Walther wrote:
My understanding of HTMLMediaElement is that the currentTime, volume
and playbackRate properties can be modified live.
So in a way Audio is already like Canvas : the developer modify things
on the go. There is no automated animations/transitions like in SVG
As others have pointed out, I think you're asking for a new element,
where you can 'draw' audio as well as pre-load it, just like canvas
where you can load pictures and also draw them. This is not the
audio element, any more than canvas is the img element.
It's an interesting idea, but
Thanks for all the feedback sofar!
Dave Singer wrote:
As others have pointed out, I think you're asking for a new element,
where you can 'draw' audio as well as pre-load it, just like canvas
where you can load pictures and also draw them. This is not the audio
element, any more than canvas
At 20:18 +0200 16/07/08, Dr. Markus Walther wrote:
get/setSample(samplePoint t, sampleValue v, channel c).
For the sketched use case - in-browser audio editor -, functions on
sample regions from {cut/add silence/amplify/fade} would be nice and
were mentioned as an extended possibility, but
] Audio canvas?
At 20:18 +0200 16/07/08, Dr. Markus Walther wrote:
get/setSample(samplePoint t, sampleValue v, channel c).
For the sketched use case - in-browser audio editor -, functions on sample
regions from {cut/add silence/amplify/fade} would be nice and were
mentioned as an extended
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