- From: Raymond Toy <rtoy@google.com>
- Date: Fri, 15 Nov 2013 10:19:04 -0800
- To: Chris Wilson <cwilso@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: <CAE3TgXEqFgOiK=+heqohs+caa6WJxiBh0znLOrvGMBx10tGUbA@mail.gmail.com>
On Thu, Nov 14, 2013 at 12:24 PM, Chris Wilson <cwilso@google.com> wrote: > 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. > Well, that can obviously be tuned. :-) But this is good to know. > > > 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 Friday, 15 November 2013 18:19:31 UTC