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 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).
they are two seperate files i am wondering if there is a way i can join them together so that once the "Test" button on the interface is pressed the quiz is started,
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 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).
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 want to join two if statements together and I'm unsure of the syntax. This is what I have but it is obviously wrong. if (Key.isDown(Key.RIGHT) or if (moveRight_btn.onPress){
We are a group of beginners flash developers, and we are making a first game, but we are working in a part each one. So we need to know how we can join the differents files .fla that we are making in only one file .fla is it possible
I have 2 movieclip on the stage:movie1 and movie2so i need to join these 2 movieclips in just one called movie3 in way that when i call the movie3 it displays me movie1+movie2.
I need to delivery a proyect on friday and I need to join several swf files. I create buttons like for example ENTER when I click on it I place the function
[Code]...
and it works itload the new file but I can see the other file so what to do is to delete, erase or anything to not see the previews swf i will have back and foward buttons
I want to develop a "Join the Dots" game. I am anewbie in flash. I want to let the users join the dots to form alphabetical letters. If they do it correctly, they gain scores.
I need to add one array to another (only care about saving the joined one). Which is the preferred way of doing this? Speed is the primary concern followed by readability (I consider Option 1 to be a cleaner option). I assume it might also depend on the length of the arrays, but are there any good guidelines?
I've got 3 variables called pSize1 = 15, pSize2 = 16, pSize3 = 17. I have some radio buttons that have the data: 1, 2, 3. depending on what radio button is pressed, I need to trace the data in either pSize1, pSize2, or pSize3.if they user presses the first radio button, it returns data 1, how can I combine that with "pSize" to return 15, and not "pSize1". What i have tried so far:
Code: var listenerObject:Object = new Object(); listenerObject.click = function(eventObj:Object):Void { thisSize = eventObj.target.selectedRadio.data[code]......
I'm currently testing Flex/AIR for a new software that we have to design to display data received from the network and I'm very excited about all possibilities Flash offers in terms of UI and how easy it is to quickly develop a nice-looking, portable application, compared to other technologies (like Java, though richer in terms of API but harder to write code reusable for desktop, Internet and mobile apps, and not so good looking ).
The application itself gets data from a multicast group and formats it on the screen (images, graphs, ...).
So I'm really willing to use Flash to build this app and after a few benchmarking/prototyping I'm using a DatagramSocket (AIR-only, that's fine) to read UDP datagrams and it's working fine except for two tiny things on which I couldn't find any answer: I can't have the socket join a multicast groupI can't set the send/receive buffer size for the socket I have a lot of code in C and Java for that and both are just a single call to "setsockopt" function: In C: setsockopt(sock, IPPROTO_IP, IP_ADD_MEMBERSHIP, &group, sizeof(struct ip_mreq)) - where "group" describe the multicast group to joinsetsockopt(sock, SOL_SOCKET, SO_RCVBUF, &sz, sizeof(sz)) - where "sz" is the number of byte to use for the receive bufferIn Java it's even simpler, using a MulticastSocket: sock.joinGroup(group)sock.setReceiveBufferSize(sz) I tried to use Alchemy to write simple functions to create an UDP socket and have it join a multicast group but alas, the "socket" call returns -1, as it seems that sockets cannot be created in Alchemy environment (though compilation works without problem...).
I find it hard to believe that I'm the only one needing these two tiny "setsockopt" calls... I found on Adobe forums people trying to set the TCP_NODELAY option on a socket (also using setsockopt in the end) but without success...
By the way, the data come from an electronic board and is somehow coded in VHDL so I can't use RTMFP on that, though it seems to implement the functionnalities I need (or at least the multicast group part, the receive buffer size would be a bonus).
Well, I'm rather disapointed by this as Flash fills remarkably 99.9% of the application needs but this tiny 0.1% makes it impossible for it to get the data, thus making it useless...
And we don't want that I turn to Silverlight, do we?
I have an SWF that's 30MB. Sound files (music) make up 25MB, art and other things make up the remaining 5MB.
Would it be possible for me to load the 5MB of necessary art and other things first to allow the user to operate the app, then after that's all loaded and they are operating the app, load the remaining 25MB of sound files in the background?
UPDATE: Loading SWF (or other entities) externally is not an option.
There's an array, lets called it arr1. There is a switch, that pushes argument to this array, but after the switch ends, I'm stuck at join("").split("");
var arr1 = []; switch (myString) { case "apple": { arr1.push("apple"); break; }}} arr1 = arr1.join("").split("");
I know is simple, but I never had experience with arrays in flash before, I just realized join("") was used to convert the Array to string, but isn't split reversing this?
When loading a MP3 to a flash.media.Sound object the id3 property gives an error:
SecurityError: Error #2000: No active security context.
Offcourse, like many errors in Flex, the Flex documentation doesn't mention a thing about this, except that it exists...
The MP3 is valid (i've checked it with MediaPlayer and iTunes), the Sound object is in a good state (bytesTotal and bytesLoaded both reflect the correct amount of bytes).
Ok, I am new to Flash and I am using CS3. I just learned about creating lines and choosing their end cap styles and joint style. I created 2 lines that were connected, highlighted both with the selection tool and tried to change the join style to miter. It would not work. I also tried round and bevel but they would not work either. I did this over and over with many different sets of lines, and I could not change the join style. What am I doing wrong?
Is there any way to make a flash sound editing application with Action Script? I'm pretty sure that there is no way around that but i want to make sure . also if not then as a relevant can i use flex to do that . if not then i have to ask what to use to do that . I'm planning to publish that over the web .
From a video on AdobeTV, I tried to play with example empWeb (LiveCycle Data Services).In Flex Builder 3 (FB3) everything works fine. When I tried this on Flash Builder 4.0 Beta (FB4) it doesn't work. When I replaced original xmlns declarations (2009, spark, halo)with declarations from FB3 (2006) it works. Could you explain why?I'm using the default SDKs (Flex 3.2 for FB3 and Flex 4.0 for FB4). I investigated this (please see 3 source code examples). Source #1 works OK in FB3 and FB4, Source #2 gives a FB4 compilation error message: [code]
The file saves properly, but it can not be played (Players say it is corrupted) how I can create a valid mp3 file from the byteArray obtained after the extraction?