Michael Niedermayer <michaelni gmx.at> writes:
> On Wed, Feb 13, 2008 at 01:20:52PM -0500, Rich Felker
wrote:
>> On Wed, Feb 13, 2008 at 04:46:09PM +0100, Alban
Bedel wrote:
>> > I think the pb is that the best interpretation
(ie. absolute in real
>> > world units or relative) depend on how the
sound was mastered.
>> >
>> > If you take todays movies and albums you
probably want a relative
>> > interpretation, so that most speakers just get
the unadultered sound.
>> >
>> > On the other hand if someone is doing a
recording which is supposed to
>> > be heard on a well defined setup, and one want
to get the closest
>> > possible experience to what was intended, real
world units are needed.
>> > But I suspect even more is needed for a really
good simulation. The
>> > echo characteritic of the room, temperature,
wind, etc
>> >
>> > So perhaps we should just have relative
coordinate for now, and add a
>> > note that we are open to add a standard info
packet for "listening
>> > environement simulation" if ppl from this
field are intersted.
>>
>> One other idea: what about storing the numerator
values always, and:
>> - if denominator is 0, the numerators are just
relative values
>
>> - if denominator is nonzero, the values are in
physical units (being
>> american, i vote for yards! =P)
>
> no chance!
> you can pick from one of these:
> mickey, yottaparsec, metric exainch, square root
femtobarn,
> or if you really insist
> light picosecond, zeptoparsec or siriometer
No furlongs?!?
--
Måns Rullgård
mans mansr.com
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