[whatwg] Audio canvas?
Dr. Markus Walther
walther at svox.com
Wed Jul 16 11:18:12 PDT 2008
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
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