Hi,
You should maybe look using "twiddle" factors and creating these in
the init too - so you are not doing cosine / sin math in the butterfly
loops?
There are some FFT algorithm optimisations about which init these
and just do multiplication / addition in the main loop - you might have
to google around for "fft twiddle" and "fft bitrev" to find them..
HTH
Glen
On 03/08/2010 15:10, Karim Beyrouti wrote:
Just a thought - try moving the variable declarations out of the loops:
http://www.rozengain.com/blog/2007/05/01/some-actionscript-30-optimizations/
http://osflash.org/as3_speed_optimizations
http://gamedevjuice.wordpress.com/2008/02/15/seven-tips-about-performance-optimization-in-actionscript-3/
Might help a little... do you have some test code lying about so we can compare
/ optimise?....
Best
- karim
On 3 Aug 2010, at 04:40, Gerry Beauregard wrote:
On 2010-08-03 , at 06:07 , Patrick Matte wrote:
Maybe check this http://blog.inspirit.ru/?p=405
Hey Patrick, thanks for the link (to Eugene Zatepyakin's "Fast Fourier Transform for
Flash"). It looks like an interesting implementation, but it uses Alchemy. I've been reading
up more on Alchemy, and according to Adobe it's pre-release, and they advise that it "not be
used to generate code for use in production". In any case, the Alchemy APIs make passing
arbitrary data to/from the FFT a bit clunky, e.g. passing a Vector of Numbers requires conversion
to a ByteArray first.
For what it's worth, I've posted my pure-AS3 FFT implementation here:
http://gerrybeauregard.wordpress.com/
_______________________________________________
Flashcoders mailing list
[email protected]
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
_______________________________________________
Flashcoders mailing list
[email protected]
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
_______________________________________________
Flashcoders mailing list
[email protected]
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders