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Re: [Bug 17793] New: AudioNode.disconnect() needs to be able to disconnect only one connection

From: Peter van der Noord <peterdunord@gmail.com>
Date: Sat, 21 Jul 2012 00:26:18 +0200
Message-ID: <CAL9tNz_i4i720hF8_OfOZ-mdwJyLJZvdwSrqLV3pd3uvSQ5OFw@mail.gmail.com>
To: Chris Wilson <cwilso@google.com>
Cc: "public-audio@w3.org" <public-audio@w3.org>
>
> I'm not sure why you see it as overly complicated, since to me the AudioNode
> interface only contains connect and disconnect.  It seems pretty well suited
> for an encapsulation of making connections.  Using inputs and outputs on
> nodes, on the other hand, is going to require you to remember to connect
> output 4 when you want the clock sync output, to input 3 when you want the
> sequencer clock.

The idea is that creation of patches is *always* done in the editor,
hovering over an input or output will immediately show its name and
description. connections will never be made by typing code. (editor
saves a patch, and you can put it behind your site or game by loading
the file into the engine)


>>
>> - i would have to write separate code in each of those inside nodes, and
>> would have to create complicated instructions to be able to
>> communicate/synchronize between those two, while what i want is to write
>> simultanously to multiple outputs inside one bufferwrite loop.
>
>
> Umm, not necessarily, no.  I didn't say they were SETTABLE - they're just
> API exposure.
>
>>
>> What i don't understand why you discourage the use of inputs and outputs,
>> while they exist (there's even a ticket in the tracker that says you should
>> be able to create your own on a jsnode) and while they are exactly what i
>> need.
>

Hmmm, then i don't think i understand your example, could you explain
what happens in there?
Received on Friday, 20 July 2012 22:26:45 GMT

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