- From: Mathieu HENRI <p01@opera.com>
- Date: Wed, 16 Jul 2008 15:41:14 +0200
Dr. Markus Walther wrote: > > >> 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. > > That's not what I described, however. Canvas allows access to the most > primitive element with which an image is composed, the pixel. Audio does > not allow access to the sample, which is the equivalent of pixel in the > sound domain. That's a severe limitation. Using tricks with data URIs > and a known simple audio format such as PCM WAVE is no real substitute, > because JavaScript strings are immutable. > > It is unclear to me why content is still often seen as static by default > - if desktop apps are moved to the browser, images and sound will > increasingly be generated and modified on-the-fly, client-side. Agreed. Having an equivalent of the ImageData for Audio would open some really interesting possibilities. > > 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. > > I have use cases in mind like an in-browser audio editor for music or > speech applications (think 'Cooledit/Audacity in a browser'), where > doing everything server-side would be prohibitive due to the amount of > network traffic. Mind you I have the same use cases. > --Markus > -- Mathieu 'p01' HENRI JavaScript developer, Opera Software ASA
Received on Wednesday, 16 July 2008 06:41:14 UTC