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/



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