I have a project that requires me to display the waveform for a uploaded sound. The sound is always an MP3, most of the time 22.05 kHz mono, with speech only. The project are written with Flex/ActionScript 3. It's meant to run in the browser, but might also consider converting to AIR if that can help.
All examples I've found and looked at for generating a wave, are either doing some visualization in real time as the sound is playing, or, the most promising, as3soundeditorlib, keeps the wave already generated, but does it very slowly, seemingly using as long time as playing through the audio would've taken.Is there any way to generate the wave faster than real time?
I'm trying to create a visual waveform for an MP3. The code I've included is called on successful load of the MP3. I intend to extract just a few important samples from the sound to create the waveform, rather than extract the entire sound into a bytearray. Even on a good machine, extracting an entire song can cause flash to freeze up for 3-5 seconds (or longer!). For my purposes, this isn't feasible.
Unfortunately, the code I've got below is failing to produce any numbers. If I extract the entire song it functions, but extraction of just the key points is giving me nothing. Does performing an extract make the remainder of the sound object invalid for future extracts? If so, is there some way around this that won't freeze flash for an extended period of time during the extract? Some important variables from the rest of the code:
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).
Using Flash CS4 and having the Flash plug-in ver 10 on my PC, the generated html file will not play the swf in the browser.I noticed that the active-x javascript is now included in the header as well as the javascript portion in the body tag.But it won't play. I get the typical blank window in IE with the "X" in the upper left corner.I don't have this problem with Flash CS3.
I'm trying to compile a SWC file with a lot of assets in it in an as easy possible way. "Easy" for a not so technical end user, not perse the way to acchieve that goal. Goal is to streamline a process to generate SWC files with as little possible tech for the person doing it.So, sort of like manually doing:
* Import files into Flash
* For each library item select "Export for actionscript" and have Flash generate the basic class.
* Publish as SWC
but without the Flash IDE and the possibly labourous process.Right now I'm trying to put an AIR project together that generates classes based on a file list. The classes can than be added to a Flash Builder library project to generate a SWC file from it (copy in finder, check classes in Project properties, done)I can generate the classes for graphics like below. Such a class can then be instantiated from within the host application [code] Allthough this adds another level to the display list (which looks kinda sloppy to me), it works.However, for this to work for sound files I need to create a class implementing all possible methods and properties of the soundclass and handle the events and such. There is no way to extend Sound and then do something like you would/can with graphics.[code]Does anyone know if there is a way to get to the format the Flash IDE generates the classes with?
possible to control the volume (and other properties) of a sound that has been generated with Actionscript using the SoundTransform object.I've got the code below generating a sound, but modifying the soundTransform of the _channel object does nothing. I can multiply the amplitude variables by a number 0-1 to change the volume, but I would much rather use the soundTransform object if possible.
I want to use a sound loop in my flash movie. The movie has many scenes. And the problem is that when I go to next scene or different scene I hear the sound repeating twice. I mean sound does not stop from first scene and begins from the different scenes.Is there any way to play sound like "stop all sound" option in Flash.
I have got three screenshots below of Flash-based audio players on various websites that draw a waveform of the clip it is going to play and moves along while it is playing and also allowing the user to click on a point on the audio file and it jumps to that point.I have very little Flash knowledge but is this easy to achieve? I would like to just show the Flash file an mp3 and it draws the waveform. I understand this could be quite intensive on CPU so would there be a way of caching the waveform data so it doesn't redraw each time the file is loaded?
you may quickly determine I am totally new to flash and actionscript. Tried learning it a while back but got distracted and just started over. Trying something that I thought would be real simple only to discover that nothing about AS is simple... So I wanted and play a movie via an XML generated list. Followed one of the tutorials here and tried to adapt it for video. The list works and the path for the video traces properly but for some reason the video never appears on the stage. I can take out the variable "vid" and put the path in manually without changing the structure and it works fine. Can someone point out my error. And if I am totally doing this wrong I am open to criticism as long as its constructive.
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
i want to make a single button to play a sound, and if pressed again, stop the sound. and if pressed again, play the sound, and so on... i know it has to be made with a boolean variable, true/false, but i just can't figure out how.
are there any possibilities to play sound in flash (actionscript 2), which is defined by a mathematical function like f(t) = 0.5*sin(2*Math.pi*16/27*440*t) ?
I have buttons with sound attached in over state and that works just fine, but this means that you are going to hear sounds only when you move cursor over button, how can i make some background sound to play from the moment flash is loaded, even when buttons are inactive, my background image looks like some electrical equipment and and i want to make it sound realistic (sound clip must to be set to loop) and must to start at the moment flash is loaded?
I have sound playing in my flash file. My index file is a html file which calls the flash file, and when i run the html file, the sound doesn't play. Does anyone know how I can rectify this?
Years ago, when I was designing a game site, it was recommended to me to do what you pretty much suggested in your answer to a question about Flash sound: put my sound effects as Flash elements. This works great on every platform except the iPad.
In Flash 10/AS3, I added some sound and it seems to be working alright, but I think I'm doing it wrong. I imported the sound into the library, but I believe that it's reloading it from the folder with the swf/sound. I'm loading them like so:
I'm using a flvplayback component in flash cs4. The sound from the mp4 video plays fine, but the video doesn't play. I don't know how to check the specific encoding of the mp4. I'm publishing to flash player 10 at 24fps.
I built a Flash site that is being used as a teaching tool. The client would now like to add voiceovers to sections. Is there a way to play a sound once on a movie clip, and if the viewer comes back to that clip then the sound won't play again?
I'll explain my scenario. I want to play a small sound at certain situation, so I would prefer initiating the play via jQuery. Also, I wish to make a toggle button for the sound. So, the user could turn ON/OFF the sound. So, I'm thinking about creating the toggle button and function for playing the sound inside the Flash. But I don't how to call this function (that I have written in Actionscript, which will start playing the sound) via jQuery ! Do you have some ideas ? I haven't done creating the Flash document, but bookmarked some tutorials and will start playing with it soon. :) The reason for choosing Flash is that it would be crossbrowser compatible.
Usually this should result in the Sound calling the handle... function when it wants to play so that I can insert my own generated ByteArray for the sound. But it doesn't even call that function and sometimes (!!!) crashes instead with an: Error #2004: One of the parameters is invalid.
I have a flv video file that I imported it on the stage and it plays on timeline. I have written a code that on mouse movement on the stage, the video plays from start to end ( mouse movement from left side of the stage to the right side )
Code: stop(); stage.addEventListener(MouseEvent.MOUSE_MOVE,stageMovement); function stageMovement(evt:MouseEvent)
[code]....
The problem is the sound doesn't play in this way. What should i do ?
I am trying to develop my first flash app. The application emulates a "karaoke" service. It plays a background sound and at the same time records the sound coming from the mic. I use the "sound" class to play the sound (s.play() ) and the "netStream" class to record the mic sound (ns.publish("mysound", "record") ). In the same app, I then try to play these two sounds together. The problem is that I cannot synchronize them. My tests drove me to a conclusion which I am not certain for. The conclusion is that the method s.play() has a delay about 500ms until the sound starts playing. The result is that recording starts 500ms earlier than playback. When, then, I playback both of them the recording sound is 500ms after the backround sound. Is that delay for sure true?
I'm using flash CS4. I am trying to make a piano. It will be the header of a web page when the mouse rolls over a key the appropriate note plays- ideally the key would appear to be pressed as well. I have a jpg of a piano keyboard imported as a graphic. On a new layer I have made a button whos over state has a blank keyframe. I have imported that button to the stage and given the instance a name. I have attached a sound to the over keyframe (middle C).
I have dropped a second instance of the button onto the stage and given it a unique name. When I attach the next sound (D pitch) to the over state it changes the original middle C. How can I get each instance of a button to play a unique sound? I have tried using a new layer for each button but that didnt work. Do I have to make a brand new button for each note? I have reduced my design to include only 16 notes (I originally wanted 32 but I thought that may take too long to download)---
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>;