ddailey wrote:
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.

No need to go to particular _applications_ for inspirations when libraries developed with some generality in mind (e.g. http://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: <[email protected]>
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.

I see. However, to repeat what I said previously:

audio =/= music.

The direction you're hinting at would truly justify inventing a new element, since it sounds like it's specialized to synthesized music. But that's a pretty narrow subset of what audio encompasses.

Regarding the tediousness of doing things one sample at a time I agree, but maybe it's not as bad as it sounds. It depends on how fast JavaScript gets, and Squirrelfish is a very promising step (since the developers acknowledge they learnt the lessions from Lua, the next acceleration step could be to copy ideas from luajit, the extremely fast Lua-to-machine-code JIT compiler). If it gets fast enough, client-side libraries could do amazing stuff using sample-at-a-time primitives.

Still, as I suggest above, a few higher-level methods could be useful,


-- Markus

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