Google publishes their internal open source policy[1], i.e., what open source licenses can be used in Google software. I think it is a solid reference for what a good corporate open source policy is. It explains the reasoning, it isn't some crazy enterprise things that bans all open source (I've seen that), and it isn't some free-wheeling startup that allows everything with no scrutiny.
They ban the use of WTFPL code[2], and ban contributions to WTFPL code.
[1] https://opensource.google/docs/thirdparty/licenses/
[2] https://opensource.google/docs/thirdparty/licenses/#wtfpl-no...
To maximize the reach of your program, you would be well-served to select one of top-ten or top-twenty popular FOSS licenses. I could provide a list but any list would be biased; just google it.
I have my opinions about which FOSS license I would select, but I'm going to suppress them because I just want to help you ease into the mainstream.
A decent way to choose would be to look at what community you want to be a part of and see what the predominant license choice is within that community.
Imagine the future interface with flac + svg + you’re already well-performant foundation with audio mass
And performance is fine, but it can be so but soooo much better! Like just by adding sprinkling some wasm or asmjs in the "onaudioprocess" loops, to speed up the buffer traversing loops and escape the dreaded garbage collector!
- First of all, I am amazed at the suggestions and love this is getting. I have been dog fooding it by using it to quickly edit foley audio from a tascam hand-microphone device, in order to make some cheap sound effects for a game project I am working on. The point is, I thought I was aware of all bugs, and all areas of improvement, and I am humbled to have my mind opened and see how valuable outside perspectives are! It's so easy get tunnel vision and think you know best I guess.
- Secondly... as I said I wrote this in June 2018, and just... kept it... I guess I was afraid of sharing it to the world, perhaps the audio people would get mad at me for making mistakes with the audio api (like the fade in/fade out being linear). Perhaps the javascript people would make fun of me for just using Vanilla JS.
But if this is impressive in 2020, imagine how impressive it would have been back in 2018! So I guess my point is. Share your work! Do not be afraid to put it out there!
- If anyone is interested on how it is built, and how the interface complexities are managed, even though it is just plain old school JS that has the reputation of being notoriously difficult to maintain, I would be happy to make a write-up shortly, or perhaps give a talk on it.
- Third... (hopefully that is ok). If you like AudioMass, and like the way it is built and it performs, perhaps you might enjoy working together with me. We are doing cutting edge computer vision, and well.. some CRUD stuff too! My company is hiring (info in my profile). But please be advised that due to covid-19 things may take longer or may not be fully up to date.
PS. As for license, I will probably choose something like "wtfpl.net". if it can help you learn something, or build something, go ahead! If you noticed, the page doesn't have any tracking (I realy don't know how many visitors came (I also disabled nginx logs)). And of course no ads at all. I 'm just trying to build cool and useful stuff!