- From: Mark Boas <markb@happyworm.com>
- Date: Fri, 10 Feb 2012 11:52:12 +0100
- To: Samuel Goldszmidt <samuel.goldszmidt@ircam.fr>
- Cc: public-audio@w3.org
- Message-ID: <CAMnc=uDzn8g8tyz=unudvOK5j6ix+dt2Efnh4LbWJBzhb+hTAg@mail.gmail.com>
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 UTC