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Thrives Drum Machine

Score:
rated 2.45 / 5 stars
Views:
3,868 Views
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Credits & Info

Uploaded
Jul 26, 2007 | 10:59 AM EDT

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Author Comments

This is my second ever flash and i am very proud of it , its still extremely glitchy and quite basic . but has a lot of cool features.

anyway Enjoy ^_^

Ps i made it from 10pm to 4am lol plus some minor bug fixes the next day , and cos if Ngs annoying size limits i had to resize it all

Reviews


FattyWhaleFattyWhale

Rated 2 / 5 stars

(title in work)

I didn't really like the way this drum machine was set up. The interface was a bit confusing I think. The premade loops were a nice touch, though of course they are limited. This is quite limited compared to some drum machines. There is no way to repeat beat and put things on loops. It's all done with mouse clicks, which isn't very convenient.



Mrbungl3Mrbungl3

Rated 2 / 5 stars

bwah

Could have been good, but the timing problem ruined it for me..
Also, i think you should make your own drum loops for the top buttons. They are just previews straight outta fruity loops.. and thats not cool:p

Anyway, cool concept. I'll look forward to more stuff from you.



WarpZoneWarpZone

Rated 2.5 / 5 stars

Impossible timing = bad drum sim.

I like the cocnept, but there's too much silence at the start of every drum sound effect. When I click my mouse in time with the beat, each click needs to play the sound instantly. Even a fraction of a seconds' delay ruins the whole thing.

Unfortunately, I'm thinking Flash might not be fast enough for this kind of project. If you're using Flash 8, there are a few things you can do to speed things up. Start by ensuring all vector objects get cached as bitmaps, by not rotating anything in realtime, and by setting a very high frame rate.

Also, reusing the same sound object (or a finite number of them... say, a series of 8 snares that get stepped through every time a snare sound is played)) instead of creating one every time the button is clicked can help, by reducing the ammount of garbage collection going on. Hiding buttons and menus when they're not on the screen instead of creating and destroying them dynamically can help with garbage collection, too.

Good luck. This seems like a really cool idea. Without a fast, responsive implementation, though, a steady rythym is impossible, and a drum is basically useless without rythym.


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