ActionScript 3.0 :: Getting The FFT Data From A Non-playing Soundfile?
Feb 1, 2009
I'm desperately searching for a way to get the frequencys of a soundfile without having to play it.I was shocked to see that the computespectrum method only processes real-time sound.I made some research and came across this. Ok so now I'd have the array of the amplitudes.Next step would be to make the Fast Fourier Transformation.
What I tried so far :
- Load external C++ dll. With fftw and SwfStudio. I failed at understanding how to create an SwfStudio Plugin or even to understand how to implement that software in my actionscript code.
- Try to Transform the C++ code to actionscript. Well, this guy could do it. He has exactly what I'm desperatly trying to do. If he'd ever release his source but I failed at understanding how the transformation process works.
- Letting Java do the work and then read the Data from an external swf.Ok, this could've worked if I could only use Actionscript 2. It seems that AS3 can't read variables from imported AS2 swfs.
I want to load a soundfile (wav or mp3) into my application. The soundfile are set in the xml file, so what i need is some code to load this and play it.Here is what i do, which does not work:
I want to load a soundfile (wav or mp3) into my application. The soundfile are set in the xml file, so what i need is some code to load this and play it.[code]
I have an application using a form and screens. i would like to attach a soundfile to a particular screen. When I try to attach the soundfile to the particular screen the audio file starts playing as soon as the app begins to run..
From this AS3 code I expect 500 lines of trace outputs that contain "2048". But instead I get only some lines containing "2048". The rest of the traces print a "0" which shows me that the extract() method did not return any data.
Why is this the case? I would like to iterate through the soundfile with a specific amount of steps to extract 2048 bytes of the sound at the respective position. Extracting the entire soundfile at once would freeze the flashplayer for seconds and is therefore not a good solution for me.This behaviour can be found as long steps is smaller than samplesInSound/2048.The closer it comes to that value, the more lines with a "0" are printed compared to those with a 2048 in it.
var sound:Sound = new Sound(); sound.load(new URLRequest("soundfile.mp3")); sound.addEventListener(Event.COMPLETE, soundLoaded);[code].....
I had the idea that the extracted part of the soundfile is cut out of the rest of the soundfile after extracting it (like at Actionscript 3 - Sound.extract method empties sound object data), so I tried out another for loop:
for(var i=0; i<samplesInSound - steps * 2048; i += Math.floor(samplesInSound/steps) - 2048) but this didn't work out either.
I am developing a VB.NET Windows application that plays SWF and FLV files in popup windows.
The user presses a button on the main application form, a window pops up, and the Flash media will then play (in theory).
I was successful in getting SWF files to play. First, I added the Shockwave Flash Object AciveX control to my toolbox (VB.NET named it AxShockwaveFlash1), and then double clicked it to add it to my popup form. Then, in the startup routine for my popup, I added the following lines to play my SWF:
I attempted exactly the same approach using a separate form for an FLV file, this time of course setting the Movie property of the Shockwave Flash Object to "path/filename.flv". In this case, the FLV file did not play. There were no error messages, but just a popup screen with nothing on it.
I am creating a Flash app that searches xml for music data such as track, artist and file location of the mp3. The results are returned as a radial tree visualisation.
I am attempting to create a functionality where each node in the tree, is clickable and this will play the track. At the moment when i click, it seems to play all the tracks at the same time and crashes. I think this is because of the node event listener -
I am creating a Flash app that searches xml for music data such as track, artist and file location of the mp3. The results are returned as a radial tree visualisation. I am attempting to create a functionality where each node in the tree, is clickable and this will play the track. At the moment when i click, it seems to play all the tracks at the same time and crashes. I think this is because of the node event listener - ActionScript Code: newNodeSprite.addEventListener(MouseEvent.CLICK, playMusic);
I want to include a 'welcome' flash movie onto the homepage of my site, but I just want it to play once and then disappear. Do i do this through flash or dreamweaver? and if so how?
I am reusing a NetStream object to play different live streams.
What annoys me is that even though I start playing another stream name on this same stream object, when it is attached to a new Video object after issuing the "play" call, there is stale data after the previous playback. It's NOT the video object obviously, as I already create a new Video object every time I play another stream name on this NetStream object (Video.clear does not work anyway - known player bug).
I can rectify the situation by "resetting" the NetStream object - creating and setting up a new one for each playback, assigning it to the old reference - essentially transparent to the application. The problem is performance - there is the overhead of creating and setting up a new stream object every time. I wish to avoid such overheads.
I wish there was some form of "clear" call for the NetStream class as well...
I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:
var soundBytes:ByteArray = new ByteArray(); var mp3sound:Sound = Sound(new Sound1_design()); // this is the embedded sound mp3sound.extract(soundBytes, int.MAX_VALUE);
[Code]....
This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).
I have a sound clip that I'm loading externally into my flash file. The code I'm using looks like this and is placed in the as layer on the first frame,
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); var lastPosition:Number = 0; mySound.load(new URLRequest("introaudio.mp3")); myChannel = mySound.play(); [Code]....
I am using AS2 in CS5.5.I am creating a project for a class that introduced me to adobe flash. The issue is I have gotten to a certain point about 15 scenes. During say the 15th scene scrolling through the timeline animations works fine, playing it on test scene works fine. When I go to play it on test movie it stops at a certain point. At first I thought it might have been a misplaced stop action but there is none to be found. The weird part is every other scene I create after that continues to freeze as well, the images are there, but the animations won't play. All my previous animations play before those with the issue, it's justThese new ones won't play for some reason in test movie, but work completely fine in test scene and the timeline.
I am loading an external SWF file into my main timeline. The external SWF file contains an FLV video. At a certain point in my main timeline, the SWF file loads and plays the video. Is there a way to say...
If the VIDEO (FLV) is done playing, gotoAndPlay(X)?
I was wondering, what was the best way to for actionscript 3.0 to detect cuepoints playing from a FLV movie that is playing from an FLV playback component?
I have some animation (programmatic, I'm NOT using keyframed animation in timeline), and some music I want to play in the background. Once the music file reaches the end (about 30 seconds long), I want to trigger the end of the animation functions.I figure I could either use an actionscript timer to trigger the end of the animation or a keyframe with actionscript that is placed on the timeline near the end of the song but these methods assume knowledge about the duration of the wave file. If I changed the framerate or updated the external wave file, these triggers would possibly no longer sync upIs there some sort of event listener or other detection method for an audio file to signal it has finished playing? Or maybe there is a way to get the duration of the audio file to use in the timer
I am creating a game that has 6 movieclips all on the main time line of the game. Each movie clip has three buttons that when clicked plays, pauses or stops a sound clip.When I press any of the sound clip play buttons that sound starts playing, the problem is when I click any of the other sound clip play buttons those sounds also start to play. Is there a way I can disable the other sound clip buttons while the current sound is playing then enable all of the buttons when the current sound has stopped.
This is the code that creates one of the sound objects
So I made a few buttons with sounds within them and when I publish it they work just fine. But what I want them to do is;
Say I click a Button.The sound starts playing.Then I click it again, before the sounds done playing.I want it to stop the playing sound and start playing the button I just clicked on, whether it be the same button, or a different one.Right now it just ends up sounds like an echo because it'll play it as many times as you click it.
The problem I have is I click the play button and start playing. Then I click next and when I click play for another song the songs overlap. How can I stop whatever song is playing and start playing the new one? Has to stop the prev song when I click play_brn.
ok so i have a button that plays an animation for fire when held down. and when realsed goes to and stops and frame one. when it reaches the end of the time line it goes to and plays at frame 10 and goes back to the end of the timeline. I have a sound for the fire animation that plays for the effect. The problem is the sound keeps going untill its over even if the button isnt held down. and when the playhead reaches the end of the timeline it goes to and plays and frame 10 and it replays the sound. if i hold it down it will just keep playing the sound over and over from start to finish. what i want it to do it when i hold the button down i want it to play the sound and when released it stops the sound where ever it is at. I also dont the sound to play again if there is a sound already going to stop it from playing 20 sounds at one time it gets loud and you need asprin after about 5 seconds of that.
I am learning how using flash is like using legos. if you have two eight hole pieces, and you put them together using only two holes, the lego structure will not be as strong or work so well. seems like you have to cover the entire basis (put all eight holes into the eight pegs) for the program to work, and I am reading the help section for this, although if anyone knows of some good books that hold valuable knowledge and wisdom, I would certainly like to know about them, as I am dedicated to learning flash.
I have 1.swf, that in order to get it to operate as I have programed it, I must play it in the flash player. Playing it in Flash Professional does not work in its entirety because of conflicts in the enter key's duties. The 1.swf works as it should when played in the flash player outside of Flash Professional MX 2004.When I am loading 1.swf into presentation style 2.swf, and then play 2.swf in the Flash Player, the key board functionality of 1.swf (most specifically the enter key) does not operate as the 1.swf Actionscript 2.0 defines. I have created a projection file as well, to see if there was any other behavior that might occur, but the result were the same. Here is the section of the code dealing with the keys:I have tried separating the different if(Key.isDown(Virtual Key Code) statements into different keyboard listeners, but to no avail.If in order to solve this issue - if the kind Kirupian reading this stuff needs more
code, let me know, as I'll have the rest of the comments finished shortly. //1.swf is loaded into a empty MC from within 2.swf. this.createEmptyMovieClip("a_mc", 0);[code]
I want a scene to play for 10 seconds before playing the next scene and have no idea how to do this using script (action script 2). I know I can just extend the timeline out so it takes 10 seconds for the scene to play through, but I'd prefer to do it with script.
I got a music portfolio web site running PHP, MySQL and Flash. There's a page showing all the artists my client worked for and when you click on a song title, this title is passed as a variable to a PHP page then to a Flash page. The Flash page contains an actionscript music player which then looks for the right audio file in the database and plays the song. Everything works great except for the dynamic text field which displays the song title. If the song title contains an apostrophe or a single quote, the Flash dynamic text field then shows the apostrophe.[code]
How to store the data text in Access databases using flash form and to search into the database. It is possible to work without server because I don't want to put this flash file on the net. how to make databases and to connect with flash and to have possibility to search the database, but to work database in the local computer.
Im trying to use dynamic SQL tables on my PHP server so I need to pass the table name to the PHP script. I don't understand why the Data Management system that sets up CRUD won't allow this extra parameter. It says it can only have one input: item. I can get all records, but when I try to create, update, or delete I get an error.
Or is there another way I can pass the tablename variable to the php file before I call any functions?
Im new to placing external data into Flash. I just got CS3 and Im trying to use Flash to dynamically load XML data via a FlashVars call in the HTML.
The problem is I have followed the very straight forward AS2 Help files for using FlashVars and URL variables.I have placed the code directly from the Help file into the Html between <noscript> <noscript>and i keep getting undefined.I have tried saving the file as flash 8 and i am publish flash 8.
Is it possible to read/write data to and from Access with Flash in a offline format? I need to create a stand alone system that users can log into and pull information from - but it will not be networked or have any sort of internet connection.
I'm trying to read some data in from a sql source, some of which contains double quotes embedded in the text. I know I can strip the doublequotes, but don't want to go that route if I can avoid it. I've tried replacing to double quotes with hex codes before passing the text via parameter to my flash file, but the text string always cuts off at the hex code, the same as if the double quote were present in the string. For example:This is a "text" stringreplace double quotes with hex: This is a x22textx22 stringesults when read into flash: This is a <remainder is dropped>Yet if I type the same text string in a variable in flash, the string displays the double quotes properly:
In flex 3 I have a hierarchical data structure. I would like to display the content of it in a tree. My problem is that I have nodes which data calculated from children nodes. How to structure the hierarchy to make automatic changes to those parent nodes, if their children's data changed? For example:
Every node has a warning flag. If some of the children warning flag changed to true, then the parent warning flag should change automatically set to true. A node integer field is the sum of the children integer fields, and if any of the children changes, the parent integer field "calculates" the sum immediately. Is there an easy solution wit good structuring changes happen automatically, or I have to make some custom functions?