Forum Topic: mc, react to music? :3

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Vorlek

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Posted at: 6/20/08 05:33 AM

Vorlek LIGHT LEVEL 19

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Recently i have been learning actionscript 3, one of the main things i dont understand, and want to use, is this compute spectrum thingy.
All the tutorials i have found, all create effects and stuff from the music, i was wondering, how do you make it so that it runs an action to make something beat, or move or something to the music, a bit like the agnry faic or badger badger badger effect on the audio portal viewer. Also, if someone can tell me how to do this, is there a way to change the sensitivity of it, so that it can do more or less, depending on what you want.

Thanks

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Vorlek

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Posted at: 6/20/08 10:44 AM

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Bump
5 hours with no reply, if you dont understand, just tell me

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henke37

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Posted at: 6/20/08 10:50 AM

henke37 NEUTRAL LEVEL 23

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It is a complex thing to analyse sound. You can listen for big pulses (like bass drums) to guess the BPM.

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Vorlek

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Posted at: 6/20/08 11:15 AM

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The thing is, im trying to to the compute sound (as3, where it auto matically raeads the sound, not a pre programmed beat), basically, im gonner have it so that you can import a sound from your files and then, it will be able to beat along to the music.

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mothballs

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Posted at: 6/20/08 11:40 AM

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You can edit the sound in the properties panel, if that's what you mean.

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Vorlek

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Posted at: 6/20/08 12:05 PM

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If you read the first post, i want to use the compute sound feature of actionscript 3 to it to do something, like play an animation, on all the beats, like the drum beats, and stuff.

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joshy24

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Posted at: 6/20/08 12:22 PM

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I think he means like in the music player in the audio portal. Each thing moves or reacts to the intensity of the song.

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mike

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Posted at: 6/20/08 12:32 PM

mike NEUTRAL LEVEL 20

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hi!

Have you made a simple spectrum/waveform visualization using computeSpectrum?

From there, try adding interesting combinations of effects. A blur every frame, scroll every frame, etc. Cool stuff will happen!

For beat detection in particular, a very simple method is to sum all the values from computeSpectrum, and if they are over some threshold, you have a beat. It doesn't work toooo well, but it's a starting point.

Here are some more ideas to go from there:
http://www.gamedev.net/reference/program ming/features/beatdetection/
Using this way, you keep a running average of the 'energy' of the sound to compare your current energy to -- so that makes the algorithm a little more dynamic.

Keep in mind that beat detection is *tough*, especially real-time. computeSpectrum is pretty limited in what it can do, but unfortunately we are stuck with it until Flash 10 :)

!


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Vorlek

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Posted at: 6/20/08 05:37 PM

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Thanks, Mike for the help. Ive taken a look at that page, i know compute sound is kinda complicated, but i guess it is an early version of it, and you cant really expect much of it at the moment. Im gonner go try make some effects and stuff to get my confidance up with it, then this should make things a lot easier for me.

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henke37

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Posted at: 6/20/08 06:41 PM

henke37 NEUTRAL LEVEL 23

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If you are really curious, you could decompile the existing beat detection routines.

For those wondering what he's about with flash 10, with the flash 10 player, we will be able to read the sample of any position in a sound, not just the current sample.

Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.


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Vorlek

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Posted at: 6/20/08 07:30 PM

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I tried to look at the newgrounds audio thingy, but it is protected, i can see why, but im guessing there isnt any way to get around protecting it from decompilers. Im looking for more effects, ive found one that i think does what i want, im gonner look at their code and see how they are setting it up.

This flash player 10 thing sounds good, more potential for rythym games and stuff, means you can animate something a few seconds before it actually happens.

Thanks for the help everyone.

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GuyWithHisComp

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Posted at: 6/20/08 08:01 PM

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At 6/20/08 06:41 PM, henke37 wrote: For those wondering what he's about with flash 10, with the flash 10 player, we will be able to read the sample of any position in a sound, not just the current sample.

Seriously? That is great news!

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SenorLlama

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Posted at: 6/20/08 08:45 PM

SenorLlama NEUTRAL LEVEL 16

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At 6/20/08 06:41 PM, henke37 wrote: If you are really curious, you could decompile the existing beat detection routines.

For those wondering what he's about with flash 10, with the flash 10 player, we will be able to read the sample of any position in a sound, not just the current sample.

Holy crap, the possibilities for games would be endless with that! And I'm sure I'd have to gnaw off my own arm in frustration over how to use it.

Programming will be the death of me I'm sure of it.

Animation - The act, process, or result of imparting life, interest, spirit, motion, or activity.


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henke37

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Posted at: 6/21/08 06:02 AM

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The Newgrounds interface movies is not protected, your decompiler is just too old to support as 3.

Also, Astro (code name for flash player 10) will also have proper support for generating sound too!
And you can mix this with the ability to read any sound sample for some serious sound effects. Echo? Revb? Chours? Tremolo? All possible, well if you know what you are doing.

I pity the people who hasn't upgraded to as 3 yet.

Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.


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Vorlek

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Posted at: 6/21/08 07:12 AM

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Well, im trying to make a rythm game, like gutar hero and stuff, (doesnt need to pick up the pitch or anything), so that it tells flash to send stuff down the screen when a beat has happened.
And my decompiler does support as3, it decompiles it but i end up with a load of bitmaps and a load of graphics or whatever, and nothing else, oh yer, and two frames. I dont really know what it is doing. It might just not have worked.

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henke37

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Posted at: 6/21/08 09:16 AM

henke37 NEUTRAL LEVEL 23

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That is the exact result if your decompiler does not support as 3.

And for rhythm games, you don't need to dynamically figure out when stuff happens in the music. You know when it happens and can hard code it with complete confidence that the data is accurate.

Each time someone abuses hittest, God kills a kitten. Please, learn real collision testing.


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