minor update:
http://aswebcreations.com/framework/index.php/soundmanager-4-1-2/
Most advanced SoundManagerSoftware: Other |
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Luca, Sr. Member
Posted: 05 June 2013 06:19 AM Total Posts: 230 [ # 1 ] good code, but for example: can i simulate engine sound ( pitch ) ? http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Sound.html#extract() http://iq12.com/old_blog/2009/08/25/real-time-pitch-shifting/ interesting project |
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Luca, Sr. Member
Posted: 06 June 2013 05:59 AM Total Posts: 230 [ # 3 ] Hi ASWC. I have see the sources, and the code seems to be good, for me. ( I’m caming from assembler, c, c++, c#, and DirectX programming and like AwayGameMaker, the code don’t have try catch error management. This seems to be not a problem in Actionscript but for many software engineers this aspect is important to prevent undesiderable and not managed errors that can produce abnormal program behaviors… ) Forgive my criticism, though i would not criticize. What i wanted to say is that in a video game sound effects are welcome You’re right, there are many things to know and even I sometimes forget So sorry but i think, that for a competitive sound management system, now, must absolutely have these features: Pitch, Pan, Balance, ( positional audio ), echo, reverb, ( if I’m in a cave for example ), and if you want exagerate distorsion, wawa, parametric eq, bass enhancement, ecc ecc ecc mp3, wav encoding or ogg https://ccrma.stanford.edu/courses/422/projects/WaveFormat/ I think a gamer need this, for an exciting gaming experience http://connect.creativelabs.com/openal/default.aspx Anyway thx for share ! |
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ASWC, Member
Posted: 17 June 2013 09:28 AM Total Posts: 76 [ # 4 ] I might run some new test on this to see what improvements the latest FP release have brought to sampledata latency but I’m afraid the situation with this has not changed much and it’s still not suitable for game use. Basically with FP9 the new AS3 Sound API made Flash one of the worst platform to play and deal with sounds because of heavy latency (above 100ms with industry acceptable standard at 30ms). Instead of redesigning the API Adobe decided to keep it and provide “workarounds”. With FP10 came sampledata which is what you are talking about but latency in that case goes regularly beyond 500ms, even worse latency in that case never goes down, if you reach a latency of 600ms it will never go under that value for that playing sound. Since sampledata is the only way to provide the sound effects types you are talking about you can imagine that such a high latency makes it impossible to use for games where you need sounds to play with low latency which is already difficult to get with normal sounds in Flash. With the latest FP releases a new way of playing sounds has come out with NetStream and is supposed to provide very low latency for playing sound but this is still only for streaming sounds and not for sampledata type of sounds (so not for sound effects) In conclusion the sound effect types you are talking about are only for study cases in Flash since due to the high latency they generate with the AS3 Sound API makes them impossible to use in commercial apps or games. Overall since FP9 Flash has been probably the worst platform for making any sound related type of app and is probably the worst platform for playing sound in games or generating sound effects on the fly. |
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Luca, Sr. Member
Posted: 17 June 2013 03:39 PM Total Posts: 230 [ # 5 ] Very interesting explanation ! I think yes, flash is not the top for audio effects but ... For my guitar and for music composition, i need this drivers to reduce sound latency… ( with professional software like Sonar X1, Guitar rig, and Others ) http://www.asio4all.com/ ( Windows ) we need something like DirectSound in flash ... Just to know: I have no problem with this game… This is ... : http://www.audiotool.com/app http://www.bfxr.net/ |
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Luca, Sr. Member
Posted: 18 June 2013 08:26 AM Total Posts: 230 [ # 6 ] Others interesting links: http://blog.andre-michelle.com/2010/playback-mp3-loop-gapless/ http://www.onemotion.com/flash/drum-machine/ and i have posted a question here: https://www.facebook.com/groups/stage3d/ we’ll see |
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Luca, Sr. Member
Posted: 18 June 2013 09:28 AM Total Posts: 230 [ # 7 ] this is only for us http://helpx.adobe.com/audition/kb/set-audition-3-audio-hardware.html |
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ASWC, Member
Posted: 18 June 2013 11:09 AM Total Posts: 76 [ # 8 ] Those are great ideas. Obviously if Adobe was to fix the Sound API latency problem then creating a true sequencer or any sound related type of app in Flash/AIR would become a possibility. That doesn’t seem to be in the white papers and instead they provide workarounds. Wait and see ... |
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ASWC, Member
Posted: 30 June 2013 05:05 AM Total Posts: 76 [ # 11 ] Seems possible in both case but I haven’t run any tests on both since the Sound latency of the regular AS3 Sound API is not for now a huge problem for me. FlashCC claims a dynamic low latency sound playing but I still need to see how that could work as a custom framework + of course for use on the web there will be the licensing problem. Writing an extension on mobile is easier for sure but one would have to be written for each platform. I think this SoundManager is providing the best possible solution across all platforms using AS3 based development and that’s all it should do. I’m not a framework writer per say, I create frameworks for my own needs and share some of them when I think other people could find it useful. Thanks for the heads up anyway, I used to be a C++ developer so this newly opensource CrossBridge seems very interesting to me. |
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Luca, Sr. Member
Posted: 30 June 2013 05:56 AM Total Posts: 230 [ # 12 ] Very intersting discussion… http://en.wikipedia.org/wiki/Hardware_abstraction Windows driver model WDM - Windows Driver SDK but in this case why use flash player ??? ;P Anyway: bum, ta ta ta ta, buuuuuuuuuum aiii uuuuuu, oh, aaaaaa ( damn whe need stereo enhancement ) |
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SuperSam, Sr. Member
Posted: 30 June 2013 07:30 AM Total Posts: 102 [ # 13 ] @ASWC: Regarding your SoundManager it is definitely good for most projects. Not to mention how sound is way too disregarded in Flash games, so it’s great to have open source libs around to address this. For one of my projects I absolutely need low latency though, that’s why I asked. I forgot that FlasCC (renamed CrossBridge a few days ago) actually does claim low latency !
Note: There’s no license issue anymore with using CrossBridge with Stage3D
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Luca, Sr. Member
Posted: 30 June 2013 11:32 AM Total Posts: 230 [ # 15 ] Xamarin: http://xamarin.com/ |