Most advanced SoundManager

Software: Other

ASWC, Member
Posted: 05 June 2013 01:15 AM   Total Posts: 76

minor update:
http://aswebcreations.com/framework/index.php/soundmanager-4-1-2/

   

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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 ) ?
can i extract data and use them to simulate “psychedelic” smile effects ?

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/
http://plasticsturgeon.com/2012/05/changing-the-pitch-of-a-looped-sound-at-runtime-with-actionscript/

http://www.gotoandlearn.com/

interesting project wink

   

ASWC, Member
Posted: 05 June 2013 09:23 PM   Total Posts: 76   [ # 2 ]

It’s a streaming sound manager not a SoundFX framework.

   

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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 smile

You’re right, there are many things to know and even I sometimes forget raspberry

So sorry but i think, that for a competitive sound management system, now, must absolutely have these features:
3D Positional audio
Midi but this is old stuff

Pitch, Pan, Balance, ( positional audio smile ), echo, reverb, ( if I’m in a cave for example ), and if you want exagerate distorsion, wawa, parametric eq, bass enhancement, ecc ecc ecc smile

mp3, wav encoding or ogg
usually this file have one header that describe the file, like bitmaps file and from this standard header is possible acquire all the information about the file…

https://ccrma.stanford.edu/courses/422/projects/WaveFormat/
http://www.mp3-tech.org/programmer/frame_header.html
http://en.wikipedia.org/wiki/BMP_file_format

I think a gamer need this, for an exciting gaming experience wink

http://connect.creativelabs.com/openal/default.aspx
http://it.wikipedia.org/wiki/OpenAL

Anyway thx for share !

   

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 ... wink

Just to know:

I have no problem with this game…
http://www.estiva2.altervista.org/SiteGames/Kart/Kart.php
This is not completly true, i need to make a circular mp3 with this software
http://www.compuphase.com/mp3/mp3loops.htm

This is ... : http://www.audiotool.com/app smile

http://www.bfxr.net/
http://music.ece.drexel.edu/
http://www.soundfx-free.com/free-flash-sound-effects.html
http://soundjax.com/flash_sounds-1.html
http://blog.andre-michelle.com/2010/playback-mp3-loop-gapless/
http://www.flashkit.com/loops/

   


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Luca, Sr. Member
Posted: 18 June 2013 09:28 AM   Total Posts: 230   [ # 7 ]

this is only for us smile

http://helpx.adobe.com/audition/kb/set-audition-3-audio-hardware.html

   

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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Luca, Sr. Member
Posted: 18 June 2013 12:12 PM   Total Posts: 230   [ # 9 ]

Away3D forever ! wink

   

SuperSam, Sr. Member
Posted: 28 June 2013 07:41 PM   Total Posts: 102   [ # 10 ]

@ASWC: Wouldn’t using Adobe Native Extensions on mobile, and CrossBridge (FlasCC) on desktop and browser fix this latency problem ?

I think ANE should, but I’m not sure about CrossBridge.

   

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
Windows SDK
ActiveX
ASIO Driver Open Source !!!
or maybe ASM{ } can be used ? smile

but in this case why use flash player ??? ;P
( thx for sharing ! )

Anyway: bum, ta ta ta ta, buuuuuuuuuum aiii uuuuuu, oh, aaaaaa ( damn whe need stereo enhancement ) smile smile smile

   

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 !


If during the course of one of your projects, you ever develop a CrossBridge-based low latency sound lib for higher quality games, I’ll definitely want to hear about it too smile

Note: There’s no license issue anymore with using CrossBridge with Stage3D smile


As for using ANEs, I guess I would look into writing them in Haxe or something to avoid the multi-language problem. Actually the CrossBridge lib could probably be done in Haxe as well.


@Luca: Yeah, if you’re going to dig into drivers and assembly, you’re out of Flash :p

   

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Luca, Sr. Member
Posted: 30 June 2013 11:25 AM   Total Posts: 230   [ # 14 ]

This guy are the best smile

   

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Luca, Sr. Member
Posted: 30 June 2013 11:32 AM   Total Posts: 230   [ # 15 ]

Xamarin: http://xamarin.com/
Mono, ecc…

http://en.wikipedia.org/wiki/Cross-platform

   
   

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