We are working on a project to record a sound a we need to play back in flash 8 (as 2.0). we have 3 buttons like play /pause, record, stop, When we clik on record button we can record the sound through microphone and when we clik on paly /pause button the recorded sound should be played. so can we record and can we play back in flash 8.
This captures microphone sound and changes the alpha of 'foo' according to the sound level. However, I hear the microphones input. I want the visuals to work without hearing any sound. How would I do that?
It's a bit vague - the whole thing with AMF. On one hand we have a client capable of serializing and sending everything from integers to XML documents and ByteArray streams, but on the other hand we have the FMS with a JavaScript host. Where is the bridge? :-) I mean how does one work with the objects, in particular, a ByteArray, received through the [generic] wire? It's easy with numbers and strings, but no word on more complex objects.
What I want to know is if it is possible to record a sound clip using a microphone and then upload it to the server using a swf applet in a webpage. Im an experienced java/javascript programmer but just starting out with flash/action script. What technologies will I need to do this? Can I do this simply using simply an swf file and an apache/php or jsp page?
I'm working on a project for my Flash class that seems to be above everyone's heads. What I'm trying to do is figure out how to take sound from a microphone, register the level/volume of that sound in flash. So if the level is 25 then a movieclip and a different sound is played back. Problem is I don't know what coding I can use to register a microphone and take whatever sound is put into the microphone and display a movieclip.
I am developing an application in flash(AS2) with FMS/RED5. where i want to record sound through microphone with background music(Flash is playing mp3). is that possible in as2 ?
I am currently an English teacher and I am familiar with programming in DOT.Net platform. I am completely new to Flash. I turned to this platform because I thought that would be the best way to prepare interactive computer based exams in English. My real problem is, I don't have the slightest idea as to how I can create a Flash application which records the sound through the microphone and saves it on the local disk.
way to get access to sound samples coming from a microphone ?
So far I have not found such a function. In the meantime I am trying to overload alsa functions e.g: snd_pcm_readi to see if I can get the samples before flash treats them, but no success so far.
As a matter of fact, since I have no idea how both sound and microphone class work internally, I don't know exactly which alsa functions they call.
I am trying to animate a mask over a sound meter according to the activityLevel of the microphone. If I understood what's in the livedocs, the activity level is the amount of sound captured by the microphone, right? well, I'm trying to use it in order to do the animation but I have two problems:
1. there's a very annoying sound coming out of my speakers
2. nothing happens when I talk through the microphone
I'm setting up an application where I need to record users' voice every so often during the course of the users' interaction with the application. Recording is fine, and the quality is fine, but now my issue is understandng how Flash handles the microphone when it gets attached to a stream for publishing.Basically, the problem is that when I "publish" my stream, the voice gets cut off (clipped) at the beginning. So, I initially thought this may have to do with buffer settings on the FMS server side, but it wasn't. Then I investigated client side stuff. For some reason, my internal mic .activityLevel property is -1 even though I have called Microphone.getMicrophone(). According to Flash's documentation, this shouldn't be the case:
activityLevel propertyactivityLevel:Number [read-only]Language Version : ActionScript 3.0Player Version : Flash Player 9The amount of sound the microphone is detecting. Values range from 0 (no sound is detected) to 100 (very loud sound is detected). The value of this property can help you determine a good value to pass to the Microphone.setSilenceLevel() method.If the microphone is available but is not yet being used because Microphone.getMicrophone() has not been called, this property is set to -1.I am using a timer to investigate the microphone .activityLevel property every 50 milliseconds:
From what I have read, using Speek over Nellymoser is advantageous, but I can't figure out how to use it with a Flex 4 Microphone object. For instance, the last code line:
We are building a live RTMFP voice chat application with Cumulus. While the basic voice transfer works pretty easy using NetStreams, we have one big problem:There does not seem to be a way to manipulate the microphone data that the NetStream sends, and also not a way to manipulate the data the listening NetStream receives before it is played.However, this is exactly what we need. We do not want to transfer the normal microphone recorded audio, but first pitch it, then send it, then play it. Or first send it, then pitch it, then play it. But it seems that the whole audio recording, speex encoding, speex decoding and audio playback is completely encapsuled within the NetStream class.The only ways to achieve what we want (and all of them removing NetStream completely) seem to be:Send raw pitched audio data. That does work, but is of course a lot of data to send and will likely not work fast enough outside of our local LAN testing.
Pitch audio data, convert to ogg/mp3 using existing encoders for flash, send, decode ogg/mp3 and play. But this would mean encoding each and every sample packet that is received from the microphone, adding header stuff, etc. So this would likely not even yield that much of a benefit compared to raw audio data.2.1. This would actually be a good way if there was a Speex encoder/decoder for flash. But ironically, there is none other than the built in one (which is used for encoding/decoding audio in NetStreams) that cannot be explicitly used. ot offering it, Adobe...Send the data to the Cumulus server, pitch (and probably convert) there and send to the recipient. This would likely not even be that much faster than 1. and also throw away the exact benefit of RTMFP, P2P communication.
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray; sound.extract(data,sound.length*44.1); data.position = 0; return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
I have been at this for about 19 hours straight! I am going to go to bed immediately after this post, but for crying out loud, I have NEVER had this problem before today! Before anyone reads ahead and says 'you have to attach your sound object to a completely separate mc to be able to control it independently from all other sound/root volumes.' see if the following code accomplishes just that:
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow
ActionScript 3, just learning AS3 but know a handful of other languages. What would cause an event that the listen call executes without throwing an error and was successfully dispatched, to not be listened to?
The "Squares" are childed to a checkerboard that is childed to my main app ( which extends sprite ). the checkerboard displays and has all the behaviour I want, but when I click a square, the click event fires and dispatches the custom event, but the custom event is never received. That should be all code needed, the rest of the code is just to create a grid and put random numbers in the squares, which works fine. According to every website that has a "custom event tutorial" it would appear that i have everything needed to listen to the event, its just not happening.
I have written a php code to echo a string of all the fields' contents of a table (select * from x) now I want flash to display the table in a flash move. website where I can find a tutorial on how to receive and parse such string?
I have this really weird problem. I'm making several calls to different php files (located on another server with crossdomain.xml changed so that it is allowed) and need to receive some response back in flash and work with the data received.The first call is done by the following code:
ActionScript Code:var urlRequest:URLRequest = new URLRequest("http://otherserver.com/assign.php"); var loader2:URLLoader = new URLLoader();
I'm guessing the answer to my question is no, and the solution lies in the hitTest method. But just to be sure . . . if I create a new movie clip and then drag that movie clip over other movie clips that have MOUSE_OVER listeners is there anyway that those clips will get the mouse over?