Arrays :: How To Use Cepstral And Get The Fundamental Frequency From FFT
Feb 7, 2011
Recently I asked this question: How to get the fundamental frequency from FFT? (you don't actually need to read it) My doubt right now it: how to use the cepstral algorithm? I just don't know how to use it because the only language that I know is ActionScript 3, and for this reason I have few references about the native functions found in C, Java and so on, and how I should implement them on AS. Most articles are about these languages) The articles I found about cepstral to find the fundamental frequency of a FFT result told me that I should do this:
Does anybody know a purely PHP based way to alter the frequency of an MP3 file?
A client's website is utilizing a Flash based MP3 player to play some audio.The client is producing the audio herself.
The trouble is that the tools that she is producing it with, and is familiar with, automatically produces MP3 files with a frequency of 48000hz, while some versions of Flash have trouble playing anything with a frequency differing from 44100khz.
I have an array with duplicate values (strings) in it. I would like to have a function that i can call with the string-parameter and returns how many times this string is in the array.
I have the following: package { import flash.display.MovieClip; public class Ratio extends MovieClip { private var counter:Number; private var frequency:Number; private var ratio:String; [Code] .....
I am action script developer in a company. I want to render my freequency spectrum while loading sound.I tried it different way.please suggest any way to do it
I'm writing a Comet-like app using Flex on the client and my own hand-written server.
I need to be able to send short bursts of data from the client at quite a high frequency (e.g. of the order of 10ms between sends).
I also need the server to push short bursts of data at a similarly high frequency.
I'm using NetConnection.call() to send the data to the server, and URLStream (with chunked encoding) to push the data from the server to the client.
What I've found is that the data isn't being sent/received as soon as it's available. For example, in IE, it seems the data is sent every 200ms rather than as soon as NetConnection.call() is called. Similarly, URLStream isn't making the data available as soon as the server is sending it.
Judging by the difference in behaviour between the browsers, it seems as though the Flash Player (version 10) is relying on the host browser to do all the comms. Can anyone confirm this? Update: This is very likely as only the host browser would know about the proxy settings that might be set.
I've tried using the Socket class and there's no problem with speed there: it works perfectly. However, I'd like to be able to use HTTP-based (port 80) connections so that my app can run in heavily fire-walled environments (I tried using a Socket over port 80, but that has its problems).
Incidentally, all development/testing has been done on an internal LAN, so bandwidth/latency is not an issue.
Update: The data being sent/received is in small packets and doesn't need to be in any particular format. For example, I might need to send a short array of Numbers, and this could either be encoded in AMF (e.g. via NetConnection.call()) or could be put into GET parameters (e.g. using sendToURL()). The main point of my question is really to see whether anyone else has experienced the same problem in calling NetConnection/URLStream frequently, and whether there is a workaround (it's also possible that the fault lies with my server code of course, rather than Flash).
Keeping it simple for now but assuming i have a ByteArray full of sample data is it possible to calculate the average frequency (thus a pitch) from the entire recording? Is this along the right lines? p = 69 + 12 x log2(f/440hz) ...
I am running into some trouble adding an array into another array to create a multi-dimensional array.The code appears as below:
var slideDataArray:Array = new Array(); var slideShowDataArray:Array = new Array(); slideDataArray[0] = xmlData.SlideShowParameters.SlideShowImagesDirectory;[code]........
I am looking for a means of placing the slideDataArray into a 'slot' or value of slideShowDataArray so that I can in the end pass the slideShowDataArray as a parameter to another function.As of now, the last slideDataArray appears 11 times (the loop runs 11 times) in slideShowDataArray and the way the code is written the slideDataArray is unique every iteration of the loop.
I've got a bit that loads a big chunk of xml data about products.I push product info into an array(e.g. productArray), then add that array to another array (e.g. allProductsArray)How do I sort those arrays? For instance, if I want to sort the allProductsArray based on the info in productArray[0]?Alternatively, would something other tha an array of arrays be a better route?This loader loads the same sort of info for many different clients, so the bit to sort on will change.
I'm developing a flash application that capture an input sound using the microphone object. Unfortunately in this way there's no possibility to get the sound frequency or the bands of the source. How to make Sound Visulizer on the basis sound frequency
I'm trying to write a function where I can specify any amount of array, and the return value will be an array containing the contents of all of the specified arrays.I've done this, but it seems like a really slow and ugly way of doing it:
var ar1:Array = [1,2,3,4,5,6,7,8,9]; var ar2:Array = ['a','b','c','d','e','f','g','h']; function merge(...multi):Array[code].....
Is there an inbuilt and more efficient / nice way of achieving this? The result does not need to be in the same order as the input - completely unsorted is fine.
A little explanation: Im making a random arranging number Array. So instead of using a loop and assigning 0 to first array element, 1 to second, etc.I need to make it totally random but without repeating any numbers. To do that I made a second Array that will have the same number of children to serve as a reference.Each of them will be an Object with a property "num" , wich will be its actual number, and a property "called" wich defaults to false.Like this:
ActionScript Code: for(var i:int=0;i<vQuantity;i++){ ranArray.push( new Object() );
I've had a problem for awhile that was really odd. After some intense debugging, I realized the problem lied in setting an array equal to another array.[code] When setting one array equal to another, the values aren't copied over, but a reference to that memory is stored. So no matter which variable you change, they are both references to the same memory and thus both will reflect the changes.With other data types, this doesn't happen.I could fix it by looping through t1 and using push() to add each index from t1 into t2, but that seems a little messy.
correct syntax for pushing variables to arrays within arrays? I have searched many threads but found nothing that exactly answers my query.I have a class (Brigade) which amongst other variables contains an array (BrigadeUnits) This is the third element.. My Brigades are stored in an array called AllBrigades. I now need to fill the BrigadeUnits array with objects of my Units class.The hierarchy I want to create is as follows:
AllBrigades (array of Brigades) Brigade (object) BrigadeUnits (array within Brigade object) Unit (Object to be stored in BrigadeUnits array)
I have tried various approaches including the following, assuming that I am addressing the first Brigade in the array:
if i have A:Array [1,4,7] and B:Array [5,3,9], how do i turn it into: C:Array [1,4,7,5,3,9]?I've checked the Array class in help ofcourse, but concat(rest ...) can only take in paramaters directly, not an array. is this possible or do i have to do it manually?
i want to do a quiz with 10 questions .i want to save my 10 questions in an arrays.The question will show randomly and once the question has been asked the question will not repeat.
This part works fine, but what doesn't work is the script I try to add to the movieclips. If i add EA[t]._x += 10, then only the lastly created enemy moves. How do i make it so that all of the enemies move?
I've searched everywhere and can't seem to find a clear explanation or basic example. How do you compare the elements of 2 arrays to see if there is a match?
The scenario is to create a lotto game that matches 6 user inputted numbers with 7 randomly generated numbers. The 7th number is a special case (eg bonus ball) WOULD LIKE TO SHOW A KIND HEARTED FALSH GENIUS ALL OF THE SCRIPT IF POSS! (its not tooo long) This code works, but it just outputs the default message: There seems to be a problem with my arrays not comparing? Part of the code is: (prioir to this the user inputs numbers, they are copied to text areas beginning with O, on a button press) On a second button press randomly generated number appear to a timer. //compareResult checks how many numbers match between the two sets of numbers to determine winnings.
I'm just fooling around making an inventory system and I was wondering if there is a way to work out the next available index in an array without pushing the item into the array.So for instance
var array:Array = new Array(); array[0] = new Object(); array[1] = new Object();
say I've got a button I push to add a currently selected term inside a text field/input field to an array, but I don't want to accidentally add the same option twice, or see the same option over and over, what do I have to do to the array?here's the original for an array called aNameslist and a variable callednamesDaddmcD.onPress = function(){ aNameslist.push(namesD); }What's necessary to switch an output like
I have a project with four circles moving randomly on stage (ball_mc1..ball_mc4). There are four walls making a box (wall1..wall4).I've created arrays for both myCircles and walls.When myCircles hit walls, I would like to change the direction of myCircles depending on which wall they hit.
stop();// walls or limits and their arrayvar walls:Array = new Array (wall1, wall2, wall3, wall4);for (var j:Number=0; j<walls.length; j++); // circles in arrayvar myCircles:Array = new Array (ball_mc1, ball_mc2, ball_mc3,