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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