- From: Samuel Goldszmidt <samuel.goldszmidt@ircam.fr>
- Date: Fri, 10 Feb 2012 10:42:17 +0100
- 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 UTC