- From: Peter van der Noord <peterdunord@gmail.com>
- Date: Sat, 21 Jul 2012 00:26:18 +0200
- 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 UTC