I'm playing around with the new Sound API in flash player 10 and I managed to load a mp3 from HD, extract it's bytearray and let it play. While playing I can play around with the pitch in realtime.
Now I want to add distortion, bass and echo on the sound, the only thing is I'm not a music specialist. I don't know the mathematics behind the effects.
I have a flex 4.5 application that uses a mx:VideoDisplay component to display the webcam. how can I add realtime effects to that VideoDisplay component? for example: changing colors, particle/grain looks, wave effects,
I'm trying to write a flash application which takes a Microphone stream and applies realtime effects and outputs this back to the speakers. I'm finding I'm having problems with stuttering when taking the output from the mic, copying this into a ByteArray amd then using a seperate
sound = new Sound(); sound.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound); sound.play();
to read from this ByteArray and play back the sound.I have noticed that the input from the mic's bytesAvailable changes, and also that the two events (the mic's SAMPLE_DATA and the sound's SAMPLE_DATA) aren't firing A B A B A B A B like would be needed but is more random.
Am I right in thinking that the mic.SAMPLE_DATA event fires at different intervals with different amounts of data and a working implementation would need to read the available data in and buffer the input so that the Sound SampleDataEvent would always have something to play back to avoid the stuffering?
var sound:Sound = new Sound(); var req:URLRequest = new URLRequest(url); sound.load(url) I want to modify the sound data (an mp3) as it comes in. Specifically, the mp3 will be encrypted using a stream cipher and I want to decrypt the data as it comes in. Is this possible using some type of event?
I was curious if anyone knows of any experiments or API's out there that would allow a user to control flash interaction/display etc...via voice or sound commands in realtime with their cell phone? Let me know.
I found on Adobe website this cool as3 code to grab a sound and make a realtime waveform graph (I cannot post the link..The problem, to me, is that I cannot create in the same stage 2 graph from 2 input: the mic and an mp3.In my purpose, I'd like a stage with just 2 waveform graph. the upper one with the realtime voice from the mic input.the second one (just below the previous one) with a similar waveform graph but drawn by an MP3 file (or wav).
At the beginning I tried to use 2 inputs ".microphone" but I can always see just 1 graph. It's like the resources cannot be shared (al least not so simply).
Ive stumbled upon a few sites that have free sound FX's but the ones I want which I wuld think are the easiest to get I cant find.I want a sound for when someone clicks the right thing, like a under a sec tiriring or something like when you kill a guy in Leauge of Legends or something like that and also one for when you click the wrong thing like an windows warning ut a little different, yet all the sites and SFX I come across are for everything but those.
Yeh, does any 1 know where i can find good non-copyright music? I have search araound on google, but i wanna check here, i am scared of virus and im not that person some download whithout ceck if its virus on the site or not...
So: Do you know where i can get much on-copyright music and soundeffects whithout virus???
I'm working on a pause feature for my game and the only issue giving me trouble is how to pause/restart the sound effects and music that is being played in various classes.
I do understand how to record the position when stopping and then play from the new position. All code examples are based on a single sound being played at a time.
I have multiple channels to handle music and for various sound effect categories (so the volume may be controlled separately).
Currently, all of the channels are all in a single class but the sound effects they are assigned (.play commands) are executed within each class (Bullet, Enemy, Tank, etc...)
I'm sure other developers have experience with sound effects in various classes as well... so how did you handle pausing multiple channels and then restarting all of the same sounds that were playing previously?
my sister asked me to do smth for her that let me scratch my head: she wants to make a signature text in a forum and wants to add sound to this signature so when her post is shown the sound will play in background together with her text signature.
I'm not sure this could be done in flash? is there a way to have some jpeg image with sound effect? or should it be a video? maybe forums restrict adding a flash doc as a signature?
AS2 Trying to figure out to add sound effects to my buttons (which are actually mcs) in this file. I'm familiar with adding sound effects to "regular" buttons using the button state frames, but I have no idea how to go about adding them to these buttons (for rollovers and clicks). My FLA file can be found and downloaded here: [URL]..
I have an animation that plays a couple of different sound effects (depending on what button is pushed). I have a checkbox that I would like to use to turn on/off the sound effects. I have read somewhere that it is possible to set up sort of a global sound that if stopped, stops all sound effects. I have tried to set this sort of thing up but no success . When I test getValue() of my checkbox it seems to work (defaulted to true) but nothing happens when I uncheck the box. What am I doing wrong? p.s. In what forum would I make the suggestion to have a new category for just sound problems? Does anyone else think it would be a good thing to sequester sound issues in their own category?
I have made a javascript/flash system to play sound effects on an AJAX-based game I have made. For some reason, on some systems (it appears to be just Firefox 3 on Windows XP), users can only hear the sound effects play while the window is in focus. If they minimize the window or are looking at a different window the sound effects don't play.
I've been working on a flash game, and recently added in sound effects. However, the sound effects only seem to play the first half-second of the audio file whenever I call on them to. I have been using the standard code.
ActionScript Code: on (rollOver) { if (_global.sound) { _global.SFX1.start(0,1); }}
But the sound effect only plays through a small amount of the audio. Also, the sound effects are not very stable, and will only play the butchered audio if there is some time in between clicking on several buttons. The odd thing is that I took the same code to another flash file, and the audio played through all the way with no problem, not requiring any additional time to play the sound effect again. I used the same code to load the sounds, which is
ActionScript Code: onClipEvent (load) { _global.Music1 = new Sound(); Music1.attachSound('Music1'); _global.Music2 = new Sound(); Music2.attachSound('Music2'); [Code] .....
I am trying to play sounds in my Flash gameAt times, the game runs slowly and the sound effects began to lagI noticed that all of the sound effects that are played using AS3 sound and soundChannel objects (which are held in an array and are triggered by a Click Event listener function) are lagging worse that sound effects which are played from within MovieClips timelines (These MovieClips are played using gotoAndPlay() which is called by a different Click Event listener function.) I am wondering why this is happening. I assume that anything done within Actionscript would be processed faster that anything done on a timeline.
I heard of XMPP, websocket. I'm confused about what to use. For example let's say I'm a financial broker and distribute real time quotes to client platforms on the web and on desktop in Flash, .NET or PHP. What should I use ?
I want to make a flash game by actionscript. Now I want to get the real time weather in my game. But I don't understand how,about this.p/s: I'm Vietnamese, my English is not good. I hope all you understand properly.
in default the scaling is "noscale" because i don't want to scale whether a bit the browser the full flash site... there is a button to go in fullscreen, that's works fine...
BUT
in the flash doc will be another button and WHEN the user wants it, click that button and the scaling changes in realtime without the browser reload the entire page... the button sets the scaling to "showall".
that's what i want... is it possible to change the scaling in realtime?
i am currently working on a audio visualizer in flash but is stuggling to get flash to detect sound off my onboard sound card. Is it even possible now with flash 10? Something like an audio fft but in flash.
I have some experience with FMS and Red5 development for simple online video publishing application, I am not sure if FMS is viable for my new application). Here is the requirement
1. I need record real-time video to disk file from a 8-way video-capture-card.(the card is supported by FMS). The recording procedure starts just after the system startup without any manul operation by user. In another words, I need the recording procedure start with the Windows automatically without interaction
2. If the answer to my first question is YES, then: If the FMS record videos from a 8-way video-capture-card, with 640pxX480px each way. What is the minimal requirement on the hardware? A machine with 2.0GHz CPU with 512MB, is it enough?
3. What is the best practice do you think to organization the 7x24 video record files?
i want to make a real-time update for my flash application. Instead on making it refresh each 30secs, i would prefer the push technology. What is the best way to push data in Actionscript 3?
I need to implement a realtime connection between 2 or more players, that will play a Flash game. I've read that RTMFP is a good choice to make this connection the best possible (were best=less lag between actions), but, I am quite new to this kind of things, what documentation/tutorial/guide you think would be the best to get started and finally make a good implementation of RTMFP?
(Also, I read that there are differents servers or frameworks that provide the same, like Cirrus, Red5, etc, what pros and contras have this?, taking cost into account). I was reading the adobe documentation, there is an example too, but I'd love to see some more flash game based example, even a very basic one, so I can extend that functionality and start making tests. I got it working, now, I need to know how to make a webservice for the peer ID interconnection.
I have following issue: System.capabilities.screenResolutionX and System.capabilities.screenResolutionY doesnt seem to refresh realtime while the movie is playing and user changes the resolution of the desktop.Although this is somehow unprobable - that user will change resolution of the desktop while viewing websites - i would like to detect this user's action and resize the website content accordingly.
I am a Wedding/Events Photographer/VideographerOne of my client want his events be live streamed over internet, I am quiet new for this type of jobas to what Software / Hardware I have to purchase for Live Streaming of Video over Internet.. and how it will encode in realtime.?
I'm about to build an OOP signup form in AS2 with realtime data validation. There are 3 fields 'Username', 'Password' and 'Email' and two of those will check with the server to see if the the username or email is taken. This is almost identical to the signup form on [URL] The way I've experimented with so far is to begin an onEnterFrame event on the textField as it receives focus. This onEnterFrame function checks for spelling, character count etc When the textField loses focus it then sends the data to the server and checks if it already exists. If it doesn't, it will validate. What I've written works rather well (up until the submitting - haven't worked that out yet) but the code is rather unwieldy and seems too long.
What is the best way to go about building this? Are onEnterFrame checkers the best way to go? Should the data send to the server onKillFocus? Should the submit button trigger all the onEnterFrame validation functions to run again (in case the user didn't wait for validation)
I want users to be able to upload audio files to my server (say, over HTTP.. mechanism doesn't matter much), and then I'd like to assemble those files into a playlist and stream them out over a live RTMP stream to a Flash widget.The catch is: I'd like to begin streaming the audio files before they completely finish uploading. For example, if a user uploads an hour-long mp3, I'd like it to be able to begin playing on the RTMP stream once, say, the first minute has been uploaded.I'd like to support mp3 and AAC, and would hope to avoid re-encoding the files. Is is there a way to make this work with Wowza, Flash Media Server, or some other clever solution?