Flash / Flex / ActionScript/Development/Sound — различия между версиями
Admin (обсуждение | вклад) м (1 версия) |
|
(нет различий)
|
Версия 09:19, 26 мая 2010
Содержание
- 1 Applying Sound Transformations
- 2 Buffering a Streaming Sound
- 3 Controlling Playback of a Sound
- 4 Getting the Size of a Sound File
- 5 How Sound Works in AS3: assume that there is an MP3 file with the name sound.mp3 stored in the same folder as the SWF file.
- 6 Offsetting the Start of a Sound
- 7 Pausing and Restarting a Sound
- 8 Reading the Sound Spectrum
Applying Sound Transformations
package {
import flash.display.*;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
public class Main extends Sprite {
private var _id3Display:TextField = new TextField();
private static const SONG_URL:String ="http://www.wbex.ru/y.mp3";
public function Main () {
_id3Display.width = 300;
_id3Display.height = 400;
addChild(_id3Display);
var sound:Sound = new Sound ();
sound.addEventListener(Event.ID3, onID3);
sound.load(new URLRequest(SONG_URL));
sound.play();
}
private function onID3(event:Event):void {
var sound:Sound = event.target as Sound;
_id3Display.text = sound.id3.songName + "\n";
_id3Display.appendText("by "+ sound.id3.artist + "\n");
_id3Display.appendText("from the album "+ sound.id3.album);
}
}
}
Buffering a Streaming Sound
package{
import flash.display.Sprite;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
public class Main extends Sprite{
public function Main(){
var context:SoundLoaderContext = new SoundLoaderContext();
context.bufferTime = 10000; // set buffer time to 10 seconds.
var song:Sound = new Sound(new URLRequest("http://losdesigns.ru/music/robotPicksFlowers.mp3"), context);
song.play();
}
}
}
Controlling Playback of a Sound
package{
import flash.display.Sprite;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
import flash.utils.*;
public class Main extends Sprite{
public function Main(){
var jazz:Sound = new Sound(new URLRequest("My.mp3"));
var jazzChannel:SoundChannel = jazz.play(); // sound is playing
var timer:Timer = new Timer(5000, 1);
timer.addEventListener(TimerEvent.TIMER, onTimeout);
timer.start();
function onTimeout() {
jazzChannel.stop(); // sound stops playing
}
}
}
}
Getting the Size of a Sound File
//ProgressBar
package {
import flash.display.Sprite;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.events.Event;
public class Main extends Sprite {
private var _sound:Sound;
var i:int = 1;
public function Main( ) {
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
public function onEnterFrame(event:Event):void
{
var barWidth:int = 200;
var barHeight:int = 5;
var loaded:int = i++;
var total:int = 100;
if(total > 0) {
graphics.clear( );
graphics.beginFill(0xFFFFFF);
graphics.drawRect(10, 10, barWidth, barHeight);
graphics.endFill( );
var percent:Number = loaded / total;
graphics.beginFill(0xCCCCCC);
graphics.drawRect(10, 10, barWidth * percent, barHeight);
graphics.endFill( );
}
}
}
}
How Sound Works in AS3: assume that there is an MP3 file with the name sound.mp3 stored in the same folder as the SWF file.
package{
import flash.display.Sprite;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
public class Main extends Sprite{
public function Main(){
var sound:Sound = new Sound();
var url:String = "sound.mp3";
var urlRequest:URLRequest = new URLRequest(url);
sound.load(urlRequest);
}
}
}
Offsetting the Start of a Sound
package {
import flash.display.Sprite;
import flash.media.Sound;
import flash.net.URLRequest;
public class Main extends Sprite {
private var _sound:Sound;
private var _cuePoints:Array;
public function Main( ) {
_cuePoints = [0, 10000, 30000, 68000, 120000];
_sound = new Sound(new URLRequest("song.mp3"));
playCuePoint(2);
}
public function playCuePoint(index:int):void {
_sound.play(_cuePoints[index]);
}
}
}
Pausing and Restarting a Sound
package {
import flash.display.Sprite;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
import flash.events.Event;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class PlayPause extends Sprite {
private var _sound:Sound;
private var _channel:SoundChannel;
private var _playPauseButton:Sprite;
private var _playing:Boolean = false;
private var _position:int;
public function PlayPause( ) {
_sound = new Sound(new URLRequest("song.mp3"));
_channel = _sound.play( );
_playing = true;
_playPauseButton = new Sprite( );
addChild(_playPauseButton);
_playPauseButton.x = 10;
_playPauseButton.y = 20;
_playPauseButton.graphics.beginFill(0xcccccc);
_playPauseButton.graphics.drawRect(0, 0, 20, 20);
_playPauseButton.addEventListener(MouseEvent.MOUSE_UP,
onPlayPause);
}
public function onPlayPause(event:MouseEvent):void {
if(_playing) {
_position = _channel.position;
_channel.stop( );
}
else {
// If not playing, re-start it at
// last known position
_channel = _sound.play(_position);
}
_playing = !_playing;
}
}
}
Reading the Sound Spectrum
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
import flash.utils.ByteArray;
public class Main extends Sprite {
private var _sound:Sound;
private var _channel:SoundChannel;
public function Main( ) {
addEventListener(Event.ENTER_FRAME, onEnterFrame);
_sound = new Sound(new URLRequest("song.mp3"));
_channel = _sound.play( );
}
public function onEnterFrame(event:Event):void
{
var spectrum:ByteArray = new ByteArray( );
flash.media.SoundMixer.ruputeSpectrum(spectrum);
for(var i:int=0;i<256;i++) {
trace(spectrum.readFloat());
}
}
}
}