ActionScript 3.0 :: Audio Manipulation Reading Values In The Sound
Feb 14, 2010
As I've searched a lot and couldn't find it I thought of asking it here. Is there any good package or tutorial on Audio Manipulation? With this I'm not talking about play/stop/volume etc, but more on bitrate/speed manipulation etc. Or reading values in the sound (like an EQ does basically).
i have a problem manipulating multiple sound objects in MX. i have a main background loop object and a button rollover object (which plays on specific buttons). i then have a volume slider which will set the volume of only the main bg loop object. but when i tested it, it seems that the volume of the button rollover object is also the same with the main bg loop object's volume. meaning, if my main bg loop's volume is down to 50, the button rollover sound volume is also 50.
here're my codes:
//code on 1st frame mainLoop = new Sound(); mainLoop.attachSound("mainLoop"); mainLoop.start(); mainLoop.onSoundComplete = function(){ mainLoop.start(); }
hoverSound = new Sound(); hoverSound.attachSound("hoverSound");
//code on slider MC onClipEvent(enterFrame){ if(drag){ _root.mainLoop.setVolume(this._x); //this._x is between 0-100 } }
//code on sample button on(rollOver){ hoverSound.start(); }
I have a site where as you click links, you move forwards through a city. I want to fade sound files in and out, overlapping, depending on where you are in the city.As yet, I can't have two sounds playing at once.I have found a site with the effect I want, it's atI have two sound loops at the moment, one of cicadas, one of a city at night, both saved as separate .swf files, which I have loaded onto the main timeline on layers 14 and 15. The code for the two loops is:cicadas.swf, FRAME 1
var volPercent = 20; cicadas = new Sound(cicadas); cicadas.setVolume(volPercent*2);
i have a problem manipulating multiple sound objects in MX. i have a main background loop object and a button rollover object (which plays on specific buttons). i then have a volume slider which will set the volume of only the main bg loop object. but when i tested it, it seems that the volume of the button rollover object is also the same with the main bg loop object's volume. meaning, if my main bg loop's volume is down to 50, the button rollover sound volume is also 50.
here're my codes: //code on 1st frame mainLoop = new Sound(); mainLoop.attachSound("mainLoop");
I have a site where as you click links, you move forwards through a city. I want to fade sound files in and out, overlapping, depending on where you are in the city. (The site is [URL]). As yet, I can't have two sounds playing at once. I have found a site with the effect I want, it's at [URL]. (Great site, by the way)
My code is as follows. I have two sound loops at the moment, one of cicadas, one of a city at night, both saved as separate .swf files, which I have loaded onto the main timeline on layers 14 and 15. The code for the two loops is:
cicadas.swf, FRAME 1 var volPercent = 20; cicadas = new Sound(cicadas); cicadas.setVolume(volPercent*2); city.swf, FRAME 1 var volPercent = 20; city = new Sound(cityMC); city.setVolume(volPercent*2);
Once I load these two onto different levels, I get no sound. If I delete one, the other will play. I have tried loading the sound objects into empty movie clips, but then the entire file has to load before it will start playing. I need a way to stream multiple sound files, and have control over their volume.
I am converting from .FLV's to .F4V. Video outputs fine but the audio sound stops after a few seconds from the beginning.I have tried many different settings for the audio with no luck. Also, tried on a colleague's machine who is running CS3, which works fine, so something is buggy in CS4...
Basically, the user clicks on a button in a Flash movie and the following code is run:
Actionscript Code: var variables_to_send_out:URLVariables = new URLVariables();variables_to_send_out.test1 = "this is a test";var myURLRequest:URLRequest = new
Basically, when a small link is clicked, the big title is meant to swoop down and the new page title is meant to swoop up. This isn't working, other than when the page is first loaded. The actionscript I'm using (as2) is:[code]
I have a broadcasting project that I've got where the host of the show can have multiple sound effects they can use on their show.I'm wondering if the only way to go about this is for all the clients listening to the show need to download the mp3 of that sound effect or if the sound effect could come from the host ...like combining his mic (for his voice) but also straight audio (the sound effect) into the stream.
Is it possible to mix several audio streams? I want to play several audio tracks simultaneously, but several factors that are at times, the audio tracks are out of sync, such as latency Sound.play method, the for loop, the spec of users PC, FLash Player version, operating system etc
I'm looking to start learning a scripting language for web audio and sound development. It needs to be able to handle simultaneous audio events, eg; to trigger a sound when another is playing (I'm not sure if and how this is possible, but have witnessed this kind of presentation: [URL] (can this kind of thing be done with JavaScipt?, this looks like AS / Flash)).
From what I can tell the choice appears to be between JavaScript (JS) and ActionScript (JS), with details as follows: - If going the JS route (look into JS and HTML(5) audio capability) Learn about the basics of HTML and CSS, and then start to look into JavaScript, Ajax, and JQurey (library / framework for JavaScript). If going the AS route Will not need to know as much about HTML and CSS. AS is the language behind Flash. Not supported on the i-phone(?) I know Java to around an intermmediate level.
I'm working on an app to stream audio from shoutcast. The streaming goes well on my computer and when debugging it with an Android-configuration. But when I deploy it to an APK-file and run it on a Samsung Galaxy S, the streaming doesn't work.
My code for streaming the audio: var urlRequest:URLRequest = new URLRequest("http://.../;"); var soundContext:SoundLoaderContext = new SoundLoaderContext(2000, true); soundChannel = new SoundChannel(); sound = new Sound(urlRequest, soundContext); soundChannel = sound.play();
I've also tried an addEventListener(Event.COMPLETE), it seems my app doesn't get there when running on a Samsung Galaxy.
I've been working on a Flash/XML audio player and have been struggling with getting the audio to stream. Right now I have Flash create a list of songs based on the loaded XML file, which works, and I want to be able to click on one of the listed items for the song to start playing. When an item is clicked on, Flash will trace out a message from an onLoad command, but the audio never starts playing.
I opened a new Flash file to test the non-working segment of code and I still can't get it to co-operate.
Code: var currentsong:Sound = new Sound(); currentsong.loadSound("http://www.vtspencer.com/recordjackets/beta/media/file_11.m4a",true);
[Code]...
All that happens is that the trace saying "Should be playing" comes through. The music still won't start.
I'm picking up Flash and AS3 after working with AS1 a few years back. My first project is a mp3 player that is able to take an mp3 file, a start loop point, and an end loop point to loop the mp3 without any gaps or breaks in the sound.
I found this page that got me started, and went off of that code. The resulting player works perfectly except for one fatal flaw. As far as I know, the mp3 file must be fully loaded to be able to use the Sound.extract method on it, this can take a while when the files are 3-4 MB, especially on slow connections. I want to be able to have the audio start playing as soon as the mp3 file begins loading.Is there any way to use the Sound.extract method on a streaming audio file that has not fully loaded yet?
I am creating a flash project which contains video on a few pages. The project also contains background music which loops continuously. The goal is to have the background music stop whenever the user is on a page containing video and for the music to play again when the user leaves said page. The script I created works to stop the music, but it also stops the audio contained within the video and causes the video player (by proxxus) to lock up.
Here's the setup: Library: music.wav - linkage = "myMusic01"
Main Timeline: Code: //-- create a variable to determine if the current movie contains video var currMovie:String = "notVideo"; //-- start playing sound object myMusicMc.myMusic.start(0, 999); [Code] .....
On the actions layer of the movie clip containing my navigation controls snippet of the callback used Code: videoLink_mc.onRelease = function() { _parent.prodDetail_mc.gotoAndPlay("video"); _root.currMovie="Video"; } on all the other buttons currMovie is set to "notVideo".
I am changing the flashvars variables v1=value&v2=value ect then after the flash movie runs I am changing the variables externally by javascript, so far so good.when flash first loads it reads the vars correctly.when I try to read them ( after the change ) it keeps reading the old values.[code]everything works except I cannot seem to read the changed FlashVars.
I have a few animations that run on different scenes each time a scene is loaded the external audio should start with it. Well here is the thing the animation always starts before my audio files and each scene gets bugged. I need to create an action that only allows my scene to start with the audio and also starts loading the next audio so it wont be dellayed.
On the first scene I have the following code: scene 1 frame 1 var autoPlay:Boolean; if(!autoPlay){ stop();} scene 1 frame 2 animation starts and audio 1 loads import flash.media.Sound; [Code] .....
Is it possible to play multiple sound files using a single sound object? (I've looked into this back when I was using Flash CS3, but I want to know if anything has changed.)
(I'm trying to make a playlist which will play music in the background of my SWF movie and then have a frame where users can change the song and the volume.)
I would like to create a game that would analyze an mp3 a few seconds ahead of where it is playing live. A basic idea would be similar to guitar hero, the 'frets' you can see coming and prepare, then they hit and sync with the song in real time.
Is there a way to analyze a Sound file ahead of time, or analyze a muted Sound file?
I am trying to create a sound spectrum analyiser, or as I call it, audio visualization. I have seen many examples, including the competition held on this site. However, I have yet to find anything on real time audio, whereby the spectrum reacts to sounds it hears rather than pre compiled songs. provide me with links to some tutorials on real time sound spectrums
I'm trying to modify many .fla files (in CS3) that have a voiceover layer on them. Because I'm adding or deleting other items on the stage, I need to adjust the audio fo synch with the modified flash file. I have tried deleting frames and this happens - I select the unwanted frames, such as frames 200 to 300 of a 500 frame file. Then, the audio from frames 300 to 500 (at the end of the file) gets deleted instead.
I need to create gaps (like 200 frames of no sound) in the audio (.wav) file so I tried adding blank frames. When I click on "insert frames" in the middle of the timeline, Flash adds the new frames to the end of the sound timeline.
I also tried adding a keyframe at the beginnig of the range and Flash deleted all the frames after the keyframe.
It looks like any modification to the sound/audio layer only affects the end of the timeline. How do I modify sound parts in the middle of the timeline? I know this can be done but how?
Details: The audio layer (.wav) runs the whole length of the Flash file. The .wav file is a sound file in the Library; 22kHz Mono 16-bit 27.4s 12.1kb. The files were created in CS3. These files work fine.
I'm having some trouble getting Haxe to play audio files in Flash 8.At the top of my hx file, I have:import flash.MovieClip;import flash.Sound;and, within the class itself, I preload a lot of image files along with the names of the audio files.The idea is to do a slideshow with audio content. Basically, display the first slide and play the audio associated with it.Then, once that audio is finished, move on to the next slide and next audio file. I have the slides fading in and out okay but when I tried to add sound, nothing comes out the speakers.The following code is what I'm doing - the sound file associated with audios[0] never starts playing and I'm at a loss as to why.
class Whatever { static var master : MovieClip; static var slides : Array<MovieClip>;
I'm trying to prepend the byte array of a sound object to a captured microphone sound byte array.
It works, but the extracted sound object get pichted down and doubled in length. I guess this is because the byte array of the sound object is in stereo, while the mic byte array is in mono.
I have this:
sound.extract(myByteArray, extract);
myByteArray now contains the stereo data. How can I turn this to mono
UPDATE:
Here's a working solution:
existingByte.position = 0; var mono : ByteArray = new ByteArray(); while(existingByte.bytesAvailable) {