I recall a little app called soundEdit (I think) that ran in the Mac back in the mid 1980's. I think it was shareware (at least it was ubiquitous).

The editing primitives were fairly cleanly defined and, had a reasonable metaphoric correspondence to the familiar drawing actions.

There was a thing where you could grab a few seconds of sound and copy it and paste it; you could drag and drop; you could invert (by just subtracting each of the tones from a ceiling) you could reverse (by inverting the time axis). You could even go in with your mouse and drag formants around. It was pretty cool.

It would not be a major task for someone to standardize such an interface and I believe any patents would be expired by now.

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 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 that is optional.

I don't understand the reference to MIDI, because my use case has no connection to musical notes, it's about arbitrary audio data on which MIDI has nothing to say.

get/set sample are 'drawing primitives' that are the equivalent of get/setting a single pixel in images. Yes, you can draw anything a pixel at a time, but it's mighty tedious. You might want to lay down a tone, or some noise, or shape the sound with an envelope, or do a whole host of other operations at a higher level than sample-by-sample, just as canvas supports drawing lines, shapes, and so on. That's all I meant by the reference to MIDI.
--
David Singer
Apple/QuickTime



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