ActionScript 2.0 :: Change The Tempo/pitch Of A Sound When An Event Happens?
Feb 2, 2006I'd like to know if it is possible to change the tempo/pitch of a sound when an event happens? So I just like to speed up a looping sound...
View 2 RepliesI'd like to know if it is possible to change the tempo/pitch of a sound when an event happens? So I just like to speed up a looping sound...
View 2 RepliesI'm finding lots of ways to change the "speed" of a loaded mp3 file. However, is it possible to only change the pitch or tempo (and not both at the same time)?
View 1 RepliesAfter browsing the documentation for the sound classes, it seems there is no way to control sound pitch with Actionscript 3.0. there is only the ability to control volume and pan. why is there no pitch property? it's the only sound property missing for the ability to create a full featured sound engine in Actionscript?
i hope i'm misinformed, but in case i'm not are there any alternatives / workarounds to control pitch in AS3?
I'm working the last two weeks on a module which uses computeSpecturm() to analyze FFT data from a mic. I'm currnetly trying to figure out a way to detect the pitch on each 'sample' of this sound. Does any one know how to find the fundamental frequencty or how to use auto-correclation on the FFT to get the pitch?
View 4 RepliesI'm looking for a way to play a sound with slightly altering pitch to make it more "interesting" (read: tolerable).
I've previously used it with great results in java programming with the Slick library. Simply asked the sound to be played at 0.9 - 1.1 of original pitch (1 = default), gave a subtle but awesome effect.
I have a project where I dynamically generate a single tone and have to alter its frequency as the scene progresses. All the ways I have tried so far result in a clicking or popping noise when the tone's frequency changes. Does anyone have some source code for a way to change the frequency without the irritating click/pop noises?
View 8 Repliesany thoughts on how to extract the audio from a movie? Pitch shifting is do-able to this article:But the code uses the Sound class.I've NO idea how to go about extracting the audio from a movie/FLVPlayback
View 5 RepliesHow can I create a sound object which is just a solid beep, is that possible or will I just need to have an mp3?
Also how can I change the pitch of that beep via actionscript?
I am trying to figure out how to change the pitch of a sound in Standing Wave 3 actionscript library. I have imported a sound at 440hz(A) and am trying to change it's pitch to say a (C) note.
View 1 RepliesIs it possible to deform/change pitch/temp of a loaded mp3 in AS3.0 ?
View 1 RepliesI wonder if it is possible to change the tempo on 1 scene then return to the 24 fps on all the other without having to change the tempo of the whole flash.
View 4 RepliesIs it possible for Flash to detect the tempo of audio coming through the microphone (ex. - someone singing into the microphone or playing music on their computer)?I am trying to figure out whether this is possible.
View 2 RepliesI am displaying a combo box in something of a WYSIWYG preview. I want the user to be able to click on the combo box and see the options inside, but I don't want them to be able to change the value. I tried using preventDefault() on the change event but it doesn't work. I don't want to disable it because I do want the user to be able to "look inside" the dropdown.
So I'm trying to block the change, but can't. My next resort is to change the selected index back to what it was before the change, Is there any way to do this within the scope of a ListEvent.CHANGE event listener?
Current Workaround is to basically re-assign the controls selected item the same way I am defining the selected item when I originally build it (a default selection). So a user sees their change then it immediately changes back to the default selection.
What I'm trying to do is take a recording from the mic which is converted into bytearray. It will look something like this
ActionScript Code:
function startRecord():void{
mic.addEventListener(SampleDataEvent.SAMPLE_DATA, micSampleDataHandler);
}function stopRecord():void{
mic.removeEventListener(SampleDataEvent.SAMPLE_DATA, micSampleDataHandler);
soundBytes.position = 0;
[Code] .....
I'm developing using Actionscript 3.0 for Flash Player 10.3.I'm using computeSpectrum() on a loaded .mp3. Running *Event.ENTER_FRAME* to get snapshots of each sample in an byteArray.The ByteArray contains 512 values (256 for each channel). These values are FFT Spectrum, ranging from 0 to 1.I can't use the peak frequency for each of the samples (as I found found out!) because the highest value is not necessarily the fundamental frequency. As a result I'm getting lots of random values all over the place.Of course I'm getting some correct too, but that's not enough.
View 4 Repliesi am having this very big problem(for my particular application). i am writing this music application in flash and i use as2 to load randomly specific sounds which are in the same folder as the movie. the problem is that i need the sound to be replayed with fidelity and it seems flash is lowering the pitch of the "music" by a halfstep(it does the same when "previewing" it from the library). musically speaking, if i have an mp3 containing A at 440 hz played with piano timbre, Flash will lower it and when it is played through the flash player is its played as a G sharp(35 hz lower). I thought that if i will replace the attachSound with loadSound and the sound will be loaded externally and not from the library the problem will be solved. it seems that this won't solve the probem. the sound just doesn't want to be played at the frequency it has in the file from which is loaded. i had read somewhere that this is a flash player's bug.
View 8 RepliesAS3 or Flex : How to create a voice pitch meter/analyzer? Is it possible? How to create voice pitch analyzer on flex or AS3? do you have any idea? or is there any software like this that can be used on a web site?
View 1 Repliesi am trying to write a script that generates a random sound. i like to make it a framescript but i am not sure how to do this, so i appended it to a movieclip (see below) but this doesn't work..
onClipEvent (enterFrame) {
randy = random(5);
if (randy=1) {[code]....
I am feeding a player from xml, and I'm not able to get the track to change.
ActionScript Code:
private var _currentTrackNum:int;
public var playlistdata:ArrayCollection = new ArrayCollection();
public var locationarray:Array = new Array();
[code]....
The previous track function is basically the same. It does nothing, however. I can trace out _currentTrackNum and see that changing, but the song playing stays the same, even if i stop and start again, or build the stopping and starting into the function. BUT. I can change the value of currentTrackNum at the outset and it wil effect which song plays.. !?
I'm thinking maybe there is some kind of sound.unload function I need to try, but am quite confused as to why it doesn't work. The locationarray.length is coming out as 0 for some reason I don't fully understand, so I disabled that 'if' statement for incrementing track number but that didn't help..
How do you change sound volume?
Code:
Select allimport flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.events.MouseEvent;
[Code] .....
I'm working in Flash CS3. My animation is about a minute long, with a single audio track that plays from beginning to end. The sound quality is noticably better when I set the synching to Event, but unless I set it to Stream the sound falls behind the animation. Is there any way to maintain proper synchronization with the Event setting? Also: will the lag be consistent on different machines and players? I thought about adjusting the timing of the animation so that it matches the Event-set sound in playback, but that's such a clunky a solution it seems likely to cause other problems.
View 2 RepliesI'm newbie in flash. I have created a button - it looks perfect. I got seperate keyframes for UP, OVER, DOWN and HIT events. The OVER (and only it) has assigned the sound. The problem is flash plays sound (assigned to OVER) for DOWN event (no sound assigned). I have no idea what is wrong, tried everything with this. I am unable to find soultion,
View 2 RepliesI'm streaming an external MP3 (around 3 mb file) with the following method:
ActionScript Code:
import flash.media.Sound;
import flash.media.SoundLoaderContext;
import flash.net.URLRequest;
[Code].....
With that i have no problem, where i am completely lost is the possibility of triggering an event after de 15 seconds (first parameter of SoundLoaderContext) are loaded, ie, adding an event listener or something like that.
code to apply to a button to stop a sound event.
I have a series of buttons, when pressed they play a sound event, but when you click on the next button, the previous sound is still playing.
I'm creating kind of a pseudo RPG menu, and I just have the animation go to a different frame when you press an arrow key, backspace, or enter. I also have a couple of sound effects I wanted to play depending on what you press, but I am having no luck at all getting it to work, and everywhere I look online has very different instructions on how to go about it. Here's what I have just without any sound at all:
[Code]....
And then just different numbers based on what frame I'm on. As I said, I don't really know what I'm doing; a lot of this code was given to me. :/ So I know it's a lot to ask, but if I could get a very detailed explanation of what to do, If the sound could play before it switches frames, that would be best.
I have several sounds of same length playing on the Timeline, each playing in loop on their own layer so that they can be syncronised on the same tempo (i did not managed to do this through pure AS3).
Is it possible to manipulate the sounds on this timeline individually via actionscript (ie: add listeners, change volume, read position) ?
I have a sound clip in flash that lasts 10 seconds. I'd like to play it back in a shorter time, and at a higher pitch.
View 1 RepliesSearching for how to change the volume of sounds, I always get this irritating snd=new Sound(URLRequest), followed by snd.setVolume(val). Oh, fine, but my sound is not an URLRequest, it's an embed.
I've made a lot of random attempts (1) to no avail. How am I supposed to do that instead?
(1) including casting my class to Sound, creating a Sound with the embed class as argument, creating a SoundTransform and setting it to the channel, etc.
I want to change a sound in my code when the mouse is over an y point.
Code:
var musica:URLRequest = new URLRequest("sensor.mp3");
var sound:Sound = new Sound();
var soundControl:SoundChannel = new SoundChannel();
sound.load(musica);
addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(MouseEvent.MOUSE_MOVE, Inicial);
Here, I need to change the sound to another one.
Code:
if(mouseY > 250){
var musica:URLRequest = new URLRequest('som2.mp3');
sound.load(musica);
}
but it isn't change.
if there is a way I can change the imput sound from a MP3 to use the microphone instead?I have so far done this in the code but still with no luck.
//var s:Sound = new Sound(new URLRequest("music.mp3"));
//s.play(0, 1000);
var myMic:Microphone = Microphone.getMicrophone();
[code]....