- From: Mathieu HENRI <p01@opera.com>
- Date: Wed, 16 Jul 2008 14:26:28 +0200
Mathieu HENRI wrote: > 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. And if you're thinking special effects ( e.g.: delay, chorus, flanger, pass band, ... ) remember that with Canvas, advanced effects require trickery and to composite multiple Canvas elements. -- Mathieu 'p01' HENRI JavaScript developer, Opera Software ASA
Received on Wednesday, 16 July 2008 05:26:28 UTC