[whatwg] Audio canvas?
Vladimir Vukicevic
vladimir at pobox.com
Wed Jul 23 11:52:52 PDT 2008
On Jul 16, 2008, at 11:25 AM, Dave Singer wrote:
> At 20:18 +0200 16/07/08, Dr. Markus Walther wrote:
>>
>> 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.
>
> get/set sample are 'drawing primitives' that are the equivalent of
> get/setting a single pixel in images. Yes, you can draw anything a
> pixel at a time, but it's mighty tedious. You might want to lay
> down a tone, or some noise, or shape the sound with an envelope, or
> do a whole host of other operations at a higher level than sample-by-
> sample, just as canvas supports drawing lines, shapes, and so on.
> That's all I meant by the reference to MIDI.
I think an interesting approach for an audio canvas would be to allow
you to both manipulate audio data directly (through a getSampleData/
putSampleData type interface), but also build up an audio filter
graph, both with some predefined filters/generators and with the
ability to do filters in javascript. Would make for some interesting
possibilities, esp. if it's able to take <audio> as input.
- Vlad
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