ActionScript 3.0 :: Operator In Channels For Perlin Noise?
Jul 9, 2009got this code from herehttp:
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got this code from herehttp:
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Lately I have been trying to animate the water surface giving it more natural look by use of Perlin noise. But it seems it is very CPU intensive operation. And if I use it along with other animations on the stage which involve lot of movements then it become really difficult for the machine to render the entire scene.
View 2 RepliesI have an example that I copied out of a book "Actionscript 3.0 Cookbook"here's the error message:TypeError: Error #1009: Cannot access a property or method of a null object reference. at jim.bitmap::Clouds()[C:AS3projectsclassesjimitmapClouds.as:13] at clouds_fla::MainTimeline/frame1()[clouds_fla.MainTimeline::frame1:2]
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Is there a way to pre-render a BitmapData.perlinNoise moving animation into a seamless loop of 10-12 frames from which copypixels could be used on the resultant sprite strip to produce fast resuilts?
View 1 Replieshow to get the Perlin Flag Wave shown at
Senocular[dot]com/flash/source/?entry=761
to go from right to left?
Reversing the gradient of the displacement does not work. It simply reverses the amount of the effect on the left side so the waves are bigger on the left end, but the waves still move from left to right.
affect the position of a sprite using perlin noise? Looking at this flag example:
[URL]
If you imagined a sprite with say just a circle drawn in it positioned on the top right corner of the flag, is there a way to calculate the change in position to keep it in-sync with the flag corner as that animates? What I'm after is the fluid motion but not the distortion.
how can i create the 3D perlin noise effect in flash?
View 1 Repliesi got this perlinnoise called function and movieclip.filter = [displacementMapFilter] inside a onEnterFrame and it's eating me at 100 percent. are there any substitutions for making it much less processor intensive? I'd like to show a picture rippling and i'd like to use perlinNoise. Is there a way i can pre-calculate the perlin noise values and then loop through it in an OnEnterFrame
View 7 RepliesI'm trying to replicate an smart filter from Photoshop (CS5) in AS3. Here's what I'm trying to do: I want to have a dark gray background (0x323232 to be specific) with some light, fine grained monochromatic noise on it. I've been mucking around with the perlinNoise method but it's 'too much noise'. Too much contrast. Code: bitmapData.perlinNoise(3, 3, 13, Math.random(), true, true, 7, true); Could anyone point me in the right direction?
View 2 RepliesI have been trying to create a visual noise pattern using bitmapData.noise, and with help from Rothrock and Kglad have created a working version.I checked with a colleague who is expert on the use of these visual patterns, and he suggested that the change speed is too fast: that the dots (pixels) need to change at just under 400 dots per second for an 800 x 600 stage.With beginner skills in AS3, I am unsure if there is any way to change the script to slow the rate of dot change in the bitmapData.noise function?
View 2 RepliesWhat is the best way to merge two alpha channels? What I want to do is, given channel values, use the value which is greater.
I tried using .merge(), but it appears to only blend channels with a linear value between current and destination value.
I looked into .draw(), which would work well using a blendmode like LIGHTEN, but it doesn't allow drawing per channel so I can't target the alpha channel only. The ALPHA blendmode didn't seem to do anything when used with .draw(), and ERASE gives an unwanted hard edge.
I also looked into .copyChannel(), but it doesn't allow any blending logic, merely copying a rectangular region from one BitmapData to another.
I am using an application which load games as an external swf file(total 10 games). When I click on the game icon it loads the game and also the sounds related to that game.
But when I close the game in that app, ideally it should also stop the sound for that game. It happens for few games, but for some games the sound still plays in the background even if the game is closed.I have used
import flash.media.SoundMixer;
SoundMixer.stopAll();
In some games the sound is embedded in the game swf file and in some games sound is called from the external mp3 files.Is there a way in which if i close the game. ie any game , the sound should stop.
We are working at a complex AS3.0/Flash game project, where we need to preload and cache around 70 movie files with sound. But somehow the preloaded videos all seem to block a sound channel and so some sounds are not played in the game, as we seem to exceed the 32 sound channels. I cannot provide any technical details at the moment, but I will add them as soon as the developer in charge is back in the office.
View 1 RepliesSo as you may or may not know, BlazeDS (open source version of LiveCycle Data Services) is a nice way to get your server-side Java and client-side Flex application to play together. Unfortunately, it does have several pitfalls that need to be corrected. I'll try to explain one of them here.
All of BlazeDS's configuration is written via XML files in the flex/ folder of your webapp. The default names are separated for clarity, such as services-config.xml, remoting-config.xml, messaging-config.xml, etc. In these configuration files (particularly services-config.xml), Channels are defined; these setup URIs and objects used to capture and send information between the server and the client. In these config files, it is quite common to use a syntax like so:
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Unfortunately, what they don't tell you is that some of these key-in replacements (ie: {context.root}) are not replaced dynamically upon execution but upon compilation of the WAR file you intend to distribute. Obviously not a good idea when switching domains.
So, instead I seek to dynamically define these channels. According to the documentation, that's all good and fine, but it only works if the channel already exists when the webapp is launched. I feel like that sort of defeats the point. So my question is, how do you truly create channels dynamically so that both the client and the server recognize their existence?
I am using 2 sound channels to play 2 separate, externally loaded mp3 files at the same time. Right now I have the play button tied to a function that starts the first mp3, then the 2nd. The problem is - the 2nd mp3 starts a few milliseconds after the first. Is there a way that I can make sure these 2 start playing at the exact same time?
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Are there any audio management libraries for ActionScript 3? The more tailored they are for game development the better.I'm finding it hard to understand and work with multiple channels, which is making a lot of my audio sound screwy and cancel each other out, etc. I've been working on an RPG that can at a given time have quite a number of sounds playing such as environmental noise (like opening doors, thunder, rain, etc), walking enemies, inventory sounds (for events like dropping an item into your inventory), passive spell-casting sounds, voice clips, weapon swinging etc. Alternatively, if there are any good resources that explain how to use multiple sound channels strategically.
View 1 Repliesis it possible to have multiple SoundChannels? And have a volume control control multiple volumes?
i have a site that uses .flv's with sound all throughout. Volume control is attached to a sound transform that affects the stream. I also added a piece of code to this function that creates a new soundtransformation object, adds it to a soundfactory object i have in a private var and adjusts that volume by 40% of the .flv's volume. This seems like it should work - but doesn't so i am wondering two things. a) can i have multiple sound channels (in this case the stream and the channel i made for bkg music) b) if i can why do my sound transformations not get implemented on this music track. I also tried to explcitly set the music volume to 0.4 via a sound transform right after i load it - which does not work either.
heres the code
ActionScript Code:
trace("current vol is :" + currentVolume + " And 40% of that is: " + (currentVolume * 0.4));
var st:SoundTransform = new SoundTransform(currentVolume, 0);
stream.soundTransform = st;
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Simple question here, lets say you have a color in RGB, white:255, 255, 255Pixel bender needs values between 0-1 not 0-255.So white = 1, 1, 1What about:134, 132, 123I dont know how to work it out.
View 3 Repliesi have the following situation:
one drawing layer (graphics object with lineTo, etc.)
one png with an alpha channel (supposed to serve only as a mask)
now i want to be able to only draw lines within an area restricted by the png mask.
i am trying like this:
var bitmapData:BitmapData = new BitmapData( 320, 320 );
bitmapData.draw( drawingLayer );
bitmapData.copyChannel( maskBitmapData, new Rectangle( 0, 0, 320, 320 ), new Point( 0, 0 ), BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA );
now the borders get cut off fine, but i get a black background, since the drawing layer has an alpha between the drawn lines (and it should remain like this) and the mask bitmap has an alpha outside the shape. so naturally the mask's alpha replaces the drawing layer's.
i tried it with merge, copyPixels and also with just setting the mask property on the drawing layer (i set everything to cacheAsBitmap) but to no avail.
ADDITION:
when trying to use a mask i tried it with
<s:BitmapImage id="mask" source="@Embed(source='...')" cacheAsBitmap="true" />
and also as
[Embed("...")]
private const BodyMask:Class;
var maskBitmap:Bitmap = new BodyMask();
and assigned them to the mask property of a s:Group element (cacheAsBitmap=true) where the operations on the graphics object occured. i also tried reassigning the mask after each draw operation.
referring to my old question AS3: Analyzing sound spectrums one by one, one channel at once , with flash player 11 and using Sound.extract,is it possible to extract a single channel and manipulate/visualize it's spectrum? I mean, if i mix 2 sounds into one file, can i control them separately, acting on thing like their soundwaves or volume?
View 1 RepliesI'm developing an online meeting system with audio/video sharing, using Adobe Flex 4 and Flash Media Server 4. I'm using the RTMFP protocol to make the transmission of audio/video which increases considerably the performance. The trouble now is that i must record the audio/video transmitted, but i figured out that when using the RTMFP protocol the FMS doesn't operate in the channels. So, how could i make FMS record this channels?
View 1 RepliesI've been trying to find the right configuration for supporting both http/s requests in a Flex app. I've read all the docs and they allude to doing something like the following:
<default-channels>
<channel ref="my-secure-amf">
<serialization>[code]..........
I'm running with Tomcat 5.5.17 and Java 5.The BlazeDS docs say this is the best practice. Is there a better way? With this config, there seems to be 2-3 retries associated with each channel defined in the default-channels element so it always takes ~20s before the my-amf channel connects via a http request. Is there a way to override the 2-3 retries to say, 1 retry for each channel?
Can I figure out somehow sound's frequency (primarily .mp3s) and if it is mono or stereo?
View 4 RepliesI copied this from some other forum because it's explain well "...Let�s say you are loading in an external asset that has an alpha channel, such as a PNG. Now let�s say that you want that asset to act like a button, with rollover and click actions. No problem. No reason you can't do that. But, actually, there is a problem. The hit area for that external asset will be its entire bounding box. Take this octy image for example: Even if you rolled over the top left of the image where it�s totally transparent, it will still trigger rollover actions, which is certainly not ideal and could potentially be very confusing for a user..."
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I was trying out Lee Brimelow's tutorial on creating a simple AR scene using [url]...
It worked out pretty well, considering I have never created something out of Adobe Flex Builder before.[code]...
I'm trying to take a png and create two images, one that represents the color data and the other a grayscale version of the alpha channel.
Extracting the correct data was no problem, i'm just embedding the png, creating a new instance (as a Bitmap) and then extracting the relevent channels of it's bitmapData to two new bitmapData instances.
ActionScript Code:
[Embed(source='/../deploy/images/alpha_test.png')]
public var image : Class;
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The problem that i'm having, is that when i assign the colors bitmapData to a bitmap instance to display it, the background color is showing as black, even though the default fillColor of a bitmapData instance is white. how i can use the alpha channel data to create an 8 bit, grayscale image, that's the reverse of the channel?
In the below code sometimes when microphone is not connected some noise is generated and the system just keeps on buzzing the same sound.Whats wrong with the code below and how to reduce the unwanted noise. Should i set myMic.setLoopBack(false) in the below code
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I am wondering if there is any way to set the pixel colors exclusively to black and white (instead of gray) in a bitmapData.noise animation. The previous related thread is: [URL]..For the function:
function makeNoise():void { _bitmapData.noise(getTimer(), 100, 255, 7, true);
Is there any way to set the noise color pattern to black and white? In the scripting reference, it seems the choices are R||G||B||Alpha channels, so I am not sure if there is any way to combine these to get black and white only.
This question was posted in response to the following article: [URL]
View 2 Repliesmy issue is with flash FLVplakback control with a seekBar attached to it. example can be found here. for some unknown reason when i try to rewind using the seekbar, it produces a loud noise at the start. whereas if i let it play out the entire movie (mp4) and then play again using the play button it does not produce such noise. in case i rewind using the seebBar after playback has completed even then it does not produce the noise.
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