- From: Chris Wilson <cwilso@google.com>
- Date: Thu, 14 Nov 2013 12:24:24 -0800
- To: Raymond Toy <rtoy@google.com>
- Cc: Joseph Berkovitz <joe@noteflight.com>, s p <sebpiq@gmail.com>, "K. Gadd" <kg@luminance.org>, Marcus Geelnard <mage@opera.com>, Lonce Wyse <lonce.wyse@zwhome.org>, "public-audio@w3.org" <public-audio@w3.org>
- Message-ID: <CAJK2wqX2T8+xj=g8p92pm_YPF98-hr1398nO0u1_BTzEywWSFA@mail.gmail.com>
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