Re: De-zippering and the fundamental issue of target users

The only place I've seen a problem with dezippering has been in setting
frequency - the built-in dezippering is too slow, and you can hear an
audible portamento effect.


On Thu, Nov 14, 2013 at 11:22 AM, Raymond Toy <rtoy@google.com> wrote:

> A general question: Have you (generic you, not you, Joe) actually
> encountered a problem with dezippering?  WebKit and Blink have been doing
> this for years now, so has dezippering been a problem?
>
> It doesn't count if you just cooked up an example specifically to show how
> dezippering got in the way. :-)
>
>
> On Sun, Nov 10, 2013 at 8:23 AM, Joseph Berkovitz <joe@noteflight.com>wrote:
>
>> +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 Thursday, 14 November 2013 20:24:51 UTC