- From: Joseph Berkovitz <joe@noteflight.com>
- Date: Sun, 10 Nov 2013 11:23:42 -0500
- To: s p <sebpiq@gmail.com>
- Cc: "K. Gadd" <kg@luminance.org>, Chris Wilson <cwilso@google.com>, Marcus Geelnard <mage@opera.com>, Lonce Wyse <lonce.wyse@zwhome.org>, "public-audio@w3.org" <public-audio@w3.org>
- Message-Id: <79A48F67-D384-46EB-9E45-DAE286DC801A@noteflight.com>
+1, and just one more angle on this — by way of an analogy. How would web developers feel if visual animation was applied by default for all changes in HTML geometry, and they had to set some special property in order to “really mean it” when they moved or resized an HTML element? Yes, animated motion usually looks better than a jump for many simple cases. But this doesn't make it a good idea to bake animation into the CSS API. And in fact, sure enough (even before CSS3 made it easier) users were perfectly happy with using JS middleware, i.e. jQuery, to get animated motion. Dezippering is no different. It’s a type of animation, but in the audible realm. Sometimes you want it, sometimes not. When you do want it, there are a lot of fussy, context-dependent conditions governing where and how it is used. We should not be guessing at these very un-obvious conditions (e.g. prescribing that gain should have it but playbackRate shouldn’t, etc.). So I continue to agree with the De-dezipperers. Let’s make this something that’s easy to do… if you want it. It doesn’t belong in the spec. . . . . . ...Joe Joe Berkovitz President Noteflight LLC Boston, Mass. phone: +1 978 314 6271 www.noteflight.com "Your music, everywhere" On Nov 9, 2013, at 3:34 AM, s p <sebpiq@gmail.com> wrote: > 100% agree with K. Gadd > > > Sure, if you're wanting to develop an 8-bit-style game, you'll probably use a library; If you're just loading music tracks and sound effects, I don't see that much benefit to imposing someone else's structure. > > Wrong. Why don't you just try an audio middleware, and see what sound designers are actually doing in real-file? They almost never "just load a sound effect". One of the most basic example is a motor noise in a car game. How do you think this is implemented? You have a several sounds to which you apply filters/pitching/... and all those parameters are modulated according to the speed of the car in the game. And that's just a simple example of automation. > For the complicated example : now it is more and more common to do generative music in games, simply because it is the most natural thing to do. "Just loading a sound track" is inherently linear, cause the soundtrack has a beginning and an end, while many games are really not linear, and generative music feels much more natural. > >
Received on Sunday, 10 November 2013 16:24:09 UTC