- From: Mathieu HENRI <p01@opera.com>
- Date: Wed, 16 Jul 2008 14:18:28 +0200
Dr. Markus Walther wrote: > 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? My understanding of HTMLMediaElement is that the currentTime, volume and playbackRate properties can be modified live. So in a way Audio is already like Canvas : the developer modify things on the go. There is no automated animations/transitions like in SVG for instance. Doing a cross fade in Audio is done exactly the same way as in Canvas. > > -- Markus > -- Mathieu 'p01' HENRI JavaScript developer, Opera Software ASA
Received on Wednesday, 16 July 2008 05:18:28 UTC