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Re: Standardizing audio "level 1" features first?

From: Mark Boas <markb@happyworm.com>
Date: Fri, 10 Feb 2012 11:52:12 +0100
Message-ID: <CAMnc=uDzn8g8tyz=unudvOK5j6ix+dt2Efnh4LbWJBzhb+hTAg@mail.gmail.com>
To: Samuel Goldszmidt <samuel.goldszmidt@ircam.fr>
Cc: public-audio@w3.org
Hi I've been wanting to get involved with the group and now seems like an
ideal moment.

Quick intro - my name is Mark Boas and I'm the project co-ordinator for
jPlayer.org a JS lib for HTML5 audio and video. I'm also experimenting with
something called Hyperaudio
https://groups.google.com/forum/?fromgroups#!forum/hyperaudio and am just
very interested in the whole audio scene in general.

I just wanted to say that I feel very strongly that Colin has hit the nail
righteously on the head. In fact I wrote an article that addresses similar
points a while back and got some good feedback, so I thought now might be a
good time to share.

http://happyworm.com/blog/2011/11/15/html5-audio-apis-how-low-can-we-go/

I'm greatly encouraged by the level of activity on this group and I look
forward to becoming more involved as time permits.

Best

Mark

On Fri, Feb 10, 2012 at 10:42 AM, Samuel Goldszmidt <
samuel.goldszmidt@ircam.fr> wrote:

> 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<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 11:02:31 GMT

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