- From: Dr. Markus Walther <walther@svox.com>
- Date: Wed, 16 Jul 2008 12:51:50 +0200
I have noted an asymmetry between <canvas> and <audio>: <canvas> supports loading of ready-made images _and_ pixel manipulation (get/putImageData). <audio> supports loading of ready-made audio but _not_ sample manipulation. With browser JavaScript getting faster all the time (Squirrelfish...), audio manipulation in the browser is within reach, if supported by rich enough built-in objects. Minimally, sample-accurate methods would be needed to - get/set a sample value v at sample point t on channel c from audio - play a region from sample point t1 to sample point t2 (Currently, everything is specified using absolute time, so rounding errors might prevent sample-accurate work). More powerful methods might cut/add silence/amplify/fade portions of audio in a sample-accurate way. It would be OK if this support were somewhat restricted, e.g. only for certain uncompressed audio formats such as PCM WAVE. Question: What do people think about making <audio> more like <canvas> as sketched above? -- Markus
Received on Wednesday, 16 July 2008 03:51:50 UTC