Create A Sound Spectrum Analyiser, Or As I Call It, Audio Visualization?
Sep 16, 2009
I am trying to create a sound spectrum analyiser, or as I call it, audio visualization. I have seen many examples, including the competition held on this site. However, I have yet to find anything on real time audio, whereby the spectrum reacts to sounds it hears rather than pre compiled songs. provide me with links to some tutorials on real time sound spectrums
Just wanted to ask, is it at all possible to create sound spectrum from the data that RTMP server streamed? I read this computeSpectrum and it says "In addition, this method cannot be used to extract data from RTMP streams, even when it is called by content that reside in the same domain as the RTMP server." I will not be using FMS so it stays inpossible. Are there any available hacks with php and the server or whatever?
I am trying to make a sound spectrum that uses a circle.I have finished the easy part and am trying to add a blur filter to it.I followed a tutorial, except only the bottom right quarter of the circle will blur.I've tried messing with it but I've gotten no luck.Here's the code.
I have made a MP3 Player in which spectrum bars acts on Sound.. I used computeSpectrum function from SoundMixer Class. Everything is going well.... But when I run my player and open any other player (from You tube for example) in the same window then Spectrum bars stops responding. I want my players Spectrum bars should not be interrupted even if other player is opened in same browser window,.... is it possible ??
I looking into become a sound programmer. As I could find some sound analyzer would display a nice spectrum of color on bitmap. Which API do I draw a dot shape? Is it circle or line? Is it possible to resize the bitmap width and height after adding all the dots?
I know the SoundMixer.computeSpectrum and Sound.extract() methods , but those methods deal with the total sound output. Instead, is there a way to deal with every single SoundChannel, so as to provide a graphical visualization of each of them?
Am developing an application with Flex 4.5 & Flash Media Server. I need a visualization curresponding to the plaing track . It is possible with SoundMixer.computeSpectrum(bytes, true, 0) in case of progressive downloading. But not working with rtmp streaming. And also need audio wave curresponding to the track which is also working with progressive ownloading usinf Sound object.
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
How can i draw sound spectrum inside a display container other than stage?I tried to display it inside the rectangle movieclip but end up in failure.[code]...
I'm trying to add sound visualization to my flash mp3 player. I found some samples but when adding the script to my project it doesn't work.The code for my mp3 player is:
import caurina.transitions.*; volume_mc.slider_mc.buttonMode = true; var xOffset:Number;[code]......
I'm trying to match the behavior of SoundMixer.computeSpectrum() by using the new Sound.extract() method, so that I can draw music visualizations for separate Sound objects at once. As you know, computeSpectrum() samples the currently playing audio and copies it to a ByteArray. Sound.extract(), on the other hand, copies as much of the Sound as you want to the ByteArray, and does not require the Sound to be playing at the time.
With the Sound data extracted to a ByteArray, I know have about twenty-six thousand floating-point values representing the waveform, from start to finish. However, I'm only interested in about thirty-two of them at a time- the last thirty-two that were played. How do I determine where in the ByteArray that would be?
I'm trying to match the behavior of SoundMixer.computeSpectrum() by using the new Sound.extract() method, so that I can draw music visualizations for separate Sound objects at once. As you know, computeSpectrum() samples the currently playing audio and copies it to a ByteArray. Sound.extract(), on the other hand, copies as much of the Sound as you want to the ByteArray, and does not require the Sound to be playing at the time.
With the Sound data extracted to a ByteArray, I know have about twenty-six thousand floating-point values representing the waveform, from start to finish. However, I'm only interested in about thirty-two of them at a time the last thirty-two that were played. How do I determine where in the ByteArray that would be?
I wanted to make a visualization based on sound, like a winamp plug in. The only thing that even remotely looks like it uses sound information is the sound players on FlashKit. (although they might be faking it)[URL] Is there any information that can be pulled from a currently playing sound in Flash to base a animation off ?
I am using the flash SoundMixer.computeSpectrum. to make a flash visualization for my music player. It all works inside flash. but if i run it on the internet the visualization does not show up
Im trying to create a small data visualization project. i'm wanted multicoloured balls to fall the mouse round the screen and when you click one it brings up data from an xml document. im currently using a image of a ball is there away to generate one in flash so far this is what i have
ball.onEnterFrame = function() { var xMouse = _root._xmouse; var yMouse = _root._ymouse;
I am converting from .FLV's to .F4V. Video outputs fine but the audio sound stops after a few seconds from the beginning.I have tried many different settings for the audio with no luck. Also, tried on a colleague's machine who is running CS3, which works fine, so something is buggy in CS4...
I start to work on new web 3d engine. I call it IGood engine.As can be seen from the video, it is already possible to create a simple application of visualization without lines of code.Base on for alternative 3d.I am waiting your opinions.
Does anyone know of software or flex/flash/as3 source or visualisation software that could be used to make interactive graphs, where the user would enter a query that would pull data from a MySQL database and the user would build a sunburst or icicle graph by dragging and dropping items into a tree-like structure and they would be able to view the graph? i have attempted to use flare but my programming skills are pretty bad. So far from what i gather, flare only allows the graphing of defined datasets rather than allowing a user to modify the dataset and thus creating a new dataset.
Is possible to create dynamic bar chart for flash mp3 player?I mean the similar effect like in Winamp or others music players (WMP) to display bar chart depending on the sound intensity.
I have a broadcasting project that I've got where the host of the show can have multiple sound effects they can use on their show.I'm wondering if the only way to go about this is for all the clients listening to the show need to download the mp3 of that sound effect or if the sound effect could come from the host ...like combining his mic (for his voice) but also straight audio (the sound effect) into the stream.
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!
Is it possible to mix several audio streams? I want to play several audio tracks simultaneously, but several factors that are at times, the audio tracks are out of sync, such as latency Sound.play method, the for loop, the spec of users PC, FLash Player version, operating system etc
I'm looking to start learning a scripting language for web audio and sound development. It needs to be able to handle simultaneous audio events, eg; to trigger a sound when another is playing (I'm not sure if and how this is possible, but have witnessed this kind of presentation: [URL] (can this kind of thing be done with JavaScipt?, this looks like AS / Flash)).
From what I can tell the choice appears to be between JavaScript (JS) and ActionScript (JS), with details as follows: - If going the JS route (look into JS and HTML(5) audio capability) Learn about the basics of HTML and CSS, and then start to look into JavaScript, Ajax, and JQurey (library / framework for JavaScript). If going the AS route Will not need to know as much about HTML and CSS. AS is the language behind Flash. Not supported on the i-phone(?) I know Java to around an intermmediate level.
I'm working on an app to stream audio from shoutcast. The streaming goes well on my computer and when debugging it with an Android-configuration. But when I deploy it to an APK-file and run it on a Samsung Galaxy S, the streaming doesn't work.
My code for streaming the audio: var urlRequest:URLRequest = new URLRequest("http://.../;"); var soundContext:SoundLoaderContext = new SoundLoaderContext(2000, true); soundChannel = new SoundChannel(); sound = new Sound(urlRequest, soundContext); soundChannel = sound.play();
I've also tried an addEventListener(Event.COMPLETE), it seems my app doesn't get there when running on a Samsung Galaxy.
I've been working on a Flash/XML audio player and have been struggling with getting the audio to stream. Right now I have Flash create a list of songs based on the loaded XML file, which works, and I want to be able to click on one of the listed items for the song to start playing. When an item is clicked on, Flash will trace out a message from an onLoad command, but the audio never starts playing.
I opened a new Flash file to test the non-working segment of code and I still can't get it to co-operate.
Code: var currentsong:Sound = new Sound(); currentsong.loadSound("http://www.vtspencer.com/recordjackets/beta/media/file_11.m4a",true);
[Code]...
All that happens is that the trace saying "Should be playing" comes through. The music still won't start.
I'm picking up Flash and AS3 after working with AS1 a few years back. My first project is a mp3 player that is able to take an mp3 file, a start loop point, and an end loop point to loop the mp3 without any gaps or breaks in the sound.
I found this page that got me started, and went off of that code. The resulting player works perfectly except for one fatal flaw. As far as I know, the mp3 file must be fully loaded to be able to use the Sound.extract method on it, this can take a while when the files are 3-4 MB, especially on slow connections. I want to be able to have the audio start playing as soon as the mp3 file begins loading.Is there any way to use the Sound.extract method on a streaming audio file that has not fully loaded yet?
I am creating a flash project which contains video on a few pages. The project also contains background music which loops continuously. The goal is to have the background music stop whenever the user is on a page containing video and for the music to play again when the user leaves said page. The script I created works to stop the music, but it also stops the audio contained within the video and causes the video player (by proxxus) to lock up.
Here's the setup: Library: music.wav - linkage = "myMusic01"
Main Timeline: Code: //-- create a variable to determine if the current movie contains video var currMovie:String = "notVideo"; //-- start playing sound object myMusicMc.myMusic.start(0, 999); [Code] .....
On the actions layer of the movie clip containing my navigation controls snippet of the callback used Code: videoLink_mc.onRelease = function() { _parent.prodDetail_mc.gotoAndPlay("video"); _root.currMovie="Video"; } on all the other buttons currMovie is set to "notVideo".
I am curious if there is a way to call back to the main timeline using AS3 after a video clip or audio clip that is being loaded externally, is done playing? For instance: you get to a page with a video on it, but when the video is done playing, instead of just sitting there, it automatically takes you to a new page (framelabel).