<div dir="ltr"><div class="gmail_quote">On Tue, Oct 14, 2008 at 8:00 AM, Eric Carlson <span dir="ltr"><<a href="mailto:eric.carlson@apple.com">eric.carlson@apple.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div class="Ih2E3d"> Some media formats and/or engines may not support reverse playback, but I think it is a mistake for the spec to mandate this behavior. Why is reverse playback different from other situations described in the spec where different UAs/ media formats will result in different behavior, eg. pitch adjusted audio, negotiation with a server to achieve the appropriate playback rate, etc?<br>
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I think the current sentence that talks about audio playback rate:<br>
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When the playbackRate is so low or so high that the user agent cannot play audio usefully, the corresponding audio must not play.<br>
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could be modified to include reverse playback as well:<br>
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When the playbackRate is such that the user agent cannot play audio usefully (eg. too low, too high, negative when the format or engine does not support reverse playback), the corresponding audio must not play.</blockquote>
<div><br></div><div>Agree wholeheartedly.</div><div><br></div><div>Mandating silence during reverse playback seems bizarre in the abstract, unnecessary if authors have a way to mute, and potentially detrimental to future applications which may _want_ to be able to do this in a controlled fashion (e.g. a virtual turntable application).</div>
<div><br></div><div>PK</div></div></div>