- From: Dr. Markus Walther <walther@svox.com>
- Date: Wed, 16 Jul 2008 20:18:12 +0200
Thanks for all the feedback sofar! Dave Singer wrote: > > As others have pointed out, I think you're asking for a new element, > where you can 'draw' audio as well as pre-load it, just like canvas > where you can load pictures and also draw them. This is not the <audio> > element, any more than canvas is the <img> element. Not sure I agree. Your line of reasoning in general leads to a proliferation of elements, whereas my proposal to extend <audio> makes that same element more powerful. I guess it's more a matter of aesthetics which approach is better. > It's an interesting idea, but you'd have to answer 'what are your > drawing primitives', and so on. More, when creating visual content, you > are drawing on spatial axes, whereas in audio you are creating or > modifying samples, which lie themselves on a temporal axis. I agree and I think I pointed that out already in my initial posting. > I'm guessing that something like MIDI would be drawing primitives, but > overall this idea would seem to need a lot of working out... Again in that initial posting I was quite specific about an initial set of 'drawing' primitives - audio-manipulation primitives -, minimally get/setSample(<samplePoint> t, <sampleValue> v, <channel> c). For the sketched use case - in-browser audio editor -, functions on sample regions from {cut/add silence/amplify/fade} would be nice and were mentioned as an extended possibility, but that is optional. I don't understand the reference to MIDI, because my use case has no connection to musical notes, it's about arbitrary audio data on which MIDI has nothing to say. -- Markus
Received on Wednesday, 16 July 2008 11:18:12 UTC