--- a/webaudio/specification.html Mon Dec 10 11:34:44 2012 -0800
+++ b/webaudio/specification.html Mon Dec 10 11:59:36 2012 -0800
@@ -440,7 +440,7 @@
<li><a href="#ModularRouting-section">Modular routing</a> for simple or
complex mixing/effect architectures, including <a
href="#MixerGainStructure-section">multiple sends and submixes</a>.</li>
- <li><a href="#EventScheduling-section">Sample-accurate scheduled sound
+ <li><a href="#AudioParam">Sample-accurate scheduled sound
playback</a> with low <a href="#Latency-section">latency</a> for musical
applications requiring a very high degree of rhythmic precision such as
drum machines and sequencers. This also includes the possibility of <a
@@ -448,7 +448,7 @@
<li>Automation of audio parameters for envelopes, fade-ins / fade-outs,
granular effects, filter sweeps, LFOs etc. </li>
<li>Processing of audio sources from an <code>audio</code> or
- <code>video</code> <a href="#AudioElementIntegration-section">media
+ <code>video</code> <a href="#MediaElementAudioSourceNode">media
element</a>. </li>
<li>Audio stream synthesis and processing <a
href="#JavaScriptProcessing-section">directly in JavaScript</a>. </li>
@@ -482,7 +482,7 @@
</ul>
</li>
<li>Dynamics compression for overall control and sweetening of the mix </li>
- <li>Efficient <a href="#RealtimeAnalysis-section">real-time time-domain and
+ <li>Efficient <a href="#AnalyserNode">real-time time-domain and
frequency analysis / music visualizer support</a></li>
<li>Efficient biquad filters for lowpass, highpass, and other common filters.
</li>
@@ -2859,7 +2859,7 @@
<h2 id="AnalyserNode">4.17. The AnalyserNode Interface</h2>
<p>This interface represents a node which is able to provide real-time
-frequency and time-domain <a href="#RealtimeAnalysis-section">analysis</a>
+frequency and time-domain <a href="#AnalyserNode">analysis</a>
information. The audio stream will be passed un-processed from input to output.
</p>
<pre> numberOfInputs : 1
@@ -4778,15 +4778,16 @@
<h3 id="threeD-environmentse-and-games">3D Environments and Games</h3>
-<img alt="quake" src="images/quake.png" /> <img alt="beach demo"
-src="images/beach-demo.png" /> <br />
+<img alt="quake" src="http://payload48.cargocollective.com/1/2/66805/3278334/redteam_680.jpg" />
<br />
-
-
-<p>An <a href="http://techcrunch.com/2010/04/01/google-html5-quake/">HTML5
-version of Quake</a> has already been created. Audio features such as 3D
-spatialization and convolution for room simulation could be used to great
-effect. </p>
+<br />
+
+
+<p>Electronic Arts has produced an impressive immersive game called
+ <a href="http://sophie-lu.com/Strike-Fortress-EA">Strike Fortress</a>,
+taking advantage of 3D spatialization and convolution for room simulation.</p>
+
+<img alt="beach demo" src="images/beach-demo.png" />
<p>3D environments with audio are common in games made for desktop applications
and game consoles. Imagine a 3D island environment with spatialized audio,
@@ -4802,7 +4803,7 @@
<br />
-<p><a href="http://www.box2d.org/">Box2D</a> is an interesting open-source
+<p><a href="http://box2d.org/">Box2D</a> is an interesting open-source
library for 2D game physics. It has various implementations, including one
based on Canvas 2D. A demo has been created with dynamic sound effects for each
of the object collisions, taking into account the velocities vectors and