Yeah sound was a bit of code, test, re-read documentation, trail, and
error process.
I ended up creating an internal class called tSound (light class with 2
members) that contained
a Sound and a SoundChannel that is used in a SoundManager for individual
sounds. I used
the SoundMixer to control global sound.
You alway have to instantiate a new SoundTransform when you want to
manipulate either
the volume or the pan for an individual sound or the SoundMixer itself.
Which I don't like.
I haven't implemented converting ByteArrays to Sounds as I haven't the
need for it. My next
step is adding positional sound when I get the chance to.
Just wanted to put my 2 cents in.
Cheers,
R.
EECOLOR wrote:
Maybe this is a project you would like to check out?
http://code.google.com/p/popforge/
Greetz Erik
On 9/13/07, Andreas Rønning <[EMAIL PROTECTED]> wrote:
I didn't mean hacking was wrong by any stretch, but i am not a "hacker". I
simply don't have the time / budget to get in-depth on that level. Imagine
what these hacker types (Andrè Michelle in particular) could do if the API
natively supported the things they now hack to do? I don't really think the
things Michelle does is "special" in terms of audio programming, but it IS
special in a Flash context because of how limited the API is. It's a moan
about how truly awesome Flash audio could've been with some direct way to
affect audio and an orderly way to manage it i suppose?
I'll write up a feature request myself. Good to hear more people want the
same :)
- A
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