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Re: Standardizing audio "level 1" features first?

From: Samuel Goldszmidt <samuel.goldszmidt@ircam.fr>
Date: Fri, 10 Feb 2012 10:42:17 +0100
Message-ID: <4F34E679.40903@ircam.fr>
To: public-audio@w3.org
I think for spatialisation purposes, it is important to think in terms 
of limited hardware output.
For instance, we could be able to change the ouput restitution of a 
spatialisation effect, which depends on output harware possibilities 
(5.1, headphones, stereo cabinet ...)

Le 10/02/12 10:37, Olivier Thereaux a écrit :
>
> On 10/02/2012 09:13, Wei, James wrote:
>> +1 with “and I also think not taking advantages of native capabilities
>> in such a processing-intensive field would be as naive as saying "2D
>> canvas will suffice, we don't need WebGL"..”
>>
>> IMHO, another reason that we should pay extra attention to the
>> performance is that we should consider the usage of web audio on mobile
>> platform.
>>
>> We should try our best to enable the same usage on mobile platform as
>> the desktop.
>
>
> Indeed. This is why we made sure to include the mention of usage on a 
> mobile device in at least one of our use cases:
> http://www.w3.org/2011/audio/wiki/Use_Cases_and_Requirements#UC_2:_HTML5_game_with_audio_effects.2C_music 
>
>
> Can you think of other UCs where it would be relevant/important to 
> think in terms of mobile / limited hardware?
>
> Cheers,
> Olivier
>
Received on Friday, 10 February 2012 09:43:00 GMT

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