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8.6

sound.extract on streaming sound in Flash

Asked by flashdave in ActionScript, Adobe Flash

Tags: flash, sampleData, speed, mp3, audio, sound.extract(), byteArray

Hi i'm working on a mixer: http://www.rub.fm/mixer/mixer.html

I need to develop a way to allow people to change the speed of streaming mp3s to let them mix the tracks .I have been investigating some of the sound functions in flash 10

How do I use the sound.extract() function to change the pitch and speed of the mp3 whilst streaming? I'm pretty sure its possible.

I have a good example, but i'm not sure how to deploy the script.

How could you rewite this to allow for streaming audio.

Heres the link for the script:

http://www.kelvinluck.com/2009/03/second-steps-with-flash-10-audio-programming/comment-page-1/#comment-21366
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package  com.kelvinluck.audio
{
   import flash.events.Event;
   import flash.events.SampleDataEvent;
   import flash.media.Sound;
   import flash.media.SoundChannel;
   import flash.net.URLRequest;
   import flash.utils.ByteArray;     
   /**
    * @author Kelvin Luck
    */
   public class MP3Player
   {
     
      public static const BYTES_PER_CALLBACK:int = 4096; // Should be >= 2048 && < = 8192 
      private var _playbackSpeed:Number = 1; 
      public function set playbackSpeed(value:Number):void
      {
         if (value < 0) {
            throw new Error('Playback speed must be positive!');
         }
         _playbackSpeed = value;
      } 
      private var _mp3:Sound;
      private var _dynamicSound:Sound;
      private var _channel:SoundChannel; 
      private var _phase:Number;
      private var _numSamples:int; 
      public function MP3Player()
      {
      } 
      public function loadAndPlay(request:URLRequest):void
      {
         _mp3 = new Sound();
         _mp3.addEventListener(Event.COMPLETE, mp3Complete);
         _mp3.load(request);
      } 
      public function playLoadedSound(s:Sound):void
      {
         _mp3 = s;
         play();
      }
     
      public function stop():void
      {
         if (_dynamicSound) {
            _dynamicSound.removeEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
            _channel.removeEventListener(Event.SOUND_COMPLETE, onSoundFinished);
            _dynamicSound = null;
            _channel = null;
         }
      } 
      private function mp3Complete(event:Event):void
      {
         play();
      } 
      private function play():void
      {
         stop();
         _dynamicSound = new Sound();
         _dynamicSound.addEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
         
         _numSamples = int(_mp3.length * 44.1);
         
         _phase = 0;
         _channel = _dynamicSound.play();
         _channel.addEventListener(Event.SOUND_COMPLETE, onSoundFinished);
      }
     
      private function onSoundFinished(event:Event):void
      {
         _channel.removeEventListener(Event.SOUND_COMPLETE, onSoundFinished);
         _channel = _dynamicSound.play();
         _channel.addEventListener(Event.SOUND_COMPLETE, onSoundFinished);
      } 
      private function onSampleData( event:SampleDataEvent ):void
      {
         var l:Number;
         var r:Number;
         var p:int;
         
         
         var loadedSamples:ByteArray = new ByteArray();
         var startPosition:int = int(_phase);
         _mp3.extract(loadedSamples, BYTES_PER_CALLBACK * _playbackSpeed, startPosition);
         loadedSamples.position = 0;
         
         while (loadedSamples.bytesAvailable > 0) {
           
            p = int(_phase - startPosition) * 8;
           
            if (p < loadedSamples.length - 8 && event.data.length <= BYTES_PER_CALLBACK * 8) {
               
               loadedSamples.position = p;
               
               l = loadedSamples.readFloat();
               r = loadedSamples.readFloat();
           
               event.data.writeFloat(l);
               event.data.writeFloat(r);
               
            } else {
               loadedSamples.position = loadedSamples.length;
            }
           
            _phase += _playbackSpeed;
           
            // loop
            if (_phase >= _numSamples) {
               _phase -= _numSamples;
               break;
            }
         }
      }
   }
}
[+][-]11/09/09 03:17 PM, ID: 25781116Accepted Solution

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About this solution

Zones: ActionScript, Adobe Flash
Tags: flash, sampleData, speed, mp3, audio, sound.extract(), byteArray
Sign Up Now!
Solution Provided By: NiklasMoller
Participating Experts: 1
Solution Grade: A
 
 
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