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 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'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 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).
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).
When updating the data provider for a menu bar component, the state of the menu items fails to update until the user interacts with the menus (rolls the mouse over them, clicks them, etc). For example, a disabled item remains enabled until the user roll the mouse over it. Is there a way to force a menu 'refresh' after modifying the data provider XML?
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray; sound.extract(data,sound.length*44.1); data.position = 0; return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
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 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 a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
I wrote something to capture sound from my microphone. I can visualise the sound data with SoundMixer.computeSpectrum.is there a way to mute the sound and still get sound data from SoundMixer.computeSpectrum?Now I have this:
sc=son.play(); var t:SoundTransform = new SoundTransform(0, 0); sc.soundTransform = t;
but I do not get any data. if I pump up the volume, data comes through again(I need to mute it because it will echo otherwise).
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'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?
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?
There may be more than one answer to this, but I'd like to know if there's some technology out there that exists to handle Audio Processing / Playback in realtime, so that Flash can:
Interface with the technology / plugin to generate sounds with no delay or lag. Apply DSP effects (Reverb, Delay, Dynamic Range Compression / Expansion, Distortion, etc). Manipulate DSP parameters in realtime (sweeping an EQ filter's band or Q).
The most important thing of all, would be for this technology to be available to most users, as it would likely be used for Gaming environments or online Audio production, even. So far, Flash has a few ways to manipulate Audio Data, such as the SampleDataEvent, Andre Michelle's Popforge library, chiptune libraries like SiON, and possibly some other unheard of libraries.
I'm not really convinced though, that these methods are the optimal ways to create interactive sounds - sounds that change depending on game conditions, sounds that closely responds to the users actions. Nothing (that I've seen so far) easily allows developers to create or communicate with a DSP effect in order to manipulate the sound in this way, in realtime.
I know that Flash has the ability to communicate over sockets / ports, so perhaps there is an existing library that can communicate with an external plugin, and can be easily distributed to users at the same time.
I am wondering if any one can point me in the right direction. I have a number of sound objects. I am wondering if there is any way I can pull out the byte arrays and stitch them together into as one bytearray.
I'm looking to create a flash game eviroment where a client's members can play each other in a realtime environment. Mostly trivia question type things, and maybe some shared animations. I've done this over RTMP before with a host that also provided video streaming, but I only need the Shared Object communications this time. does Shared Object communication take just as much resources as video to support?
modify an existing flash shopping cart I purchased from Flashden.net (link). The cart uses two XML files to pull in data and to configure most of the data settings. I need help with one thing: I'm using this cart on a sunglasses shopping site and I need to configure the optional sunglasses to be clickable so they can be added to the cart. I know I need to modify both the flash .fla and the xml file so I've included the code for both below. Here's a link to the website I'm trying to re-configure. The section I need to edit has the optional sunglasses on the right-hand side of the main photo.Here's the first xml file that does some of the basic settings. This file is called settings.xml.[code]I made an attachment for the actionscript code called actionscript.txt that needs to be modified. All I need to do is figure out a way to make the optional images clickable so they can be added to the main cart. We can also just create a button that says add to cart next to each sunglass option. Either way works for me. I'm even willing to compensate the person who can help me come up with a workable solution.
I'm trying to build a schedule with Flash CS4 and Actionscript 3.0 for an Internet radio station. I'd like to have a .swf that I can open, drag and drop a text symbol from the Library (ideally, for design reasons), and then change the color of the text with Actionscript when the user presses a button.
I can change the color of text if I create it with Actionscript, of course, but I'm not sure how to use Actionscript to change the color of text I've created in the Flash GUI. I can't pass a TextField to a symbol and expect Flash to know what to do with it, can I?
i need to change the animated logo's color in the left from green to blue.I have never done anything in flash before, this is the first time i've used the program, but so far i was able to figure out how to change the navigation and bar color and the text. but i can't seem to see where the color of this logo is coming from....
In screentshot 1 you can see that the Logo_Anim is made up of the Logo_1 - Logo_5 movie clips.Each of the logo_# clips is a piece of the logo.I'm not sure if something in the Logo_Anim is controlling the change in color of each piece of the logo, but it doesn't seem like the indiviual logo_#'s have any kind of setting..
I was trying to erase(using eraser tool) some portions of the jpeg file after importing it in flash.. It does not work....I even converted it to symbol but the problem remains the same. Is it permitted or I am following the wrong approach.
I had another issue with a swf file..It plays perfect in the flash player...But when the same file is imported & played in the After Effects, it displays a still frame..
I have a Flash projector file which I would like to edit with Resource Hacker. I would simply like to change a few of the menu bar items (see below): Does anyone know if this is legal and will not hinder my ability to freely redistribute the file?
fix a counter on one of the flash applets he hired someone to make for him. It's AS2 and done in Flash 8.
http:[url]....
It pulls from the current time on the system clock.Essentially it's counting 4 times too slow. I am awful with even reading AS let alone trying to find the equation running this. what I need to edit in the AS to speed this up?
I had published the Flash project which resulted in the creation of a HTML file. I previewed what the web page would look like by opening the HTML file in a browser. The first obvious issue was that the page was not centered, but left-justified. I think that I know how to satisfy that issue by reading the HTML file into Dreamweaver and adding a <center> tag just below the <body> tag. The issue that I cannot figure out is that my page is a bit smaller than my monitor size, so there is naturally the white "fill" areas to the margins. Is there a way to change this color to black? Is that the bgcolor variable that is in the <body> tag?