[Flashcoders] RE: AS3 events, events
Thanks Jason. What you suggested is what I put together during the interim. All events bubble up to Main which then calls a method on whatever instance it has to. So is this the way events are usually handled in AS3. So you bubble up an event to the highest object in the chain, and have it handle the event?. Makes sense I supose. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] 2D and 3D floor plans
FF3 FP10b Going to 3d view crashes the browser. The 2D builder is very nice. lots of time has obviously been put into this. Great job! Charles P. On Tue, Jul 8, 2008 at 10:36 AM, Gert-Jan van der Wel < [EMAIL PROTECTED]> wrote: > Hi list, > > Maybe a little spammy message, but I just wanted to let you know that we > released a new version of Floorplanner that's now open for beta testers. > This version has better 2D/3D integration and it's finally possible to show > furniture elements in 3D (using Papervision 3D of course :-) > > So if you feel like giving it a test drive, click on one of these links: > http://beta.floorplanner.com/ > http://beta.floorplanner.com/demo > http://beta.floorplanner.com/start > > Thanks! > Gert-Jan > > ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Is a precise timer for making rhythms possible?
I think he means a prior composition Sent from my iPod On Jul 12, 2008, at 3:55 PM, "Kerry Thompson" <[EMAIL PROTECTED]> wrote: Ron Wheeler wrote: If you have a playback button that plays the composed work, you can concatenate the sounds/notes "selected" and play the composed segment. That's interesting--can that be done at runtime? How can you concatenate the sounds? Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Is a precise timer for making rhythms possible?
Ron Wheeler wrote: > If you have a playback button that plays the composed work, you can > concatenate the sounds/notes "selected" and play the composed segment. That's interesting--can that be done at runtime? How can you concatenate the sounds? Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Error #1009 and gotoAndStop()
Creat a function that does the setting on the TextField and call it from that frame. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Is a precise timer for making rhythms possible?
This approach has the potential to be extended to merge 2 or more generated tracks (instruments) with some consideration of volume balance between the tracks. One would concatenate the notes in each track, merge and balance the mp3s and play back the composite mp3 song. Ron Ron Wheeler wrote: If the composer is playing as notes are entered, timing is not an issue. Fancy electric organ for the typest :-) If you have a playback button that plays the composed work, you can concatenate the sounds/notes "selected" and play the composed segment. Ron Abe Pazos wrote: I guess this is meant for Kerry? I think he IS playing songs in a sequence. Maybe he needs to synchronize graphic elements to the starting of parts? In my case, I've built a composer tool and the order is not predefined, actually is ever changing, so I can't merge the sounds. Why not just concatenate the mp3 files into 1 file and play it as a single sound track? Ron Abe Pazos wrote: I don't understand how MP3 can take longer to start. Isn't the AIFF converted to MP3 anyways by the IDE? I'm preloading the MP3s from disk. I have generated them myself, so they are trimmed until the last sample. Is there something that causes random delays when starting MP3s? To test the SOUND_COMPLETE event, I have created a very short sample (about 1 ms long) which acts as a metronome. I count when it has played 5 times, I play a bass drum. The timing I get is quite random. So I don't understand how do you get such perfect timing with your playlist class. Or maybe the problem is that I'm looking for much more precision than what you needed for the music... Here is my test code: var pCounter:int = 5; var pMetro:Sound = new metronome(); // 1 ms sample to act as a timer var pChannel:SoundChannel = pMetro.play(); pChannel.addEventListener(Event.SOUND_COMPLETE, onComplete); var pTime:int = getTimer(); function onComplete(tEvent:Event):void { pChannel.removeEventListener(Event.SOUND_COMPLETE, onComplete); pChannel = pMetro.play(); pChannel.addEventListener(Event.SOUND_COMPLETE, onComplete); trace(getTimer() - pTime); pTime = getTimer(); if (pCounter-- > 0) { return; } pCounter = 5; (new BassDrum()).play(); } These are the times traced: 107 285 48 53 55 104 59 14 42 47 57 34 47 45 45 80 15 43 47 49 47 57 33 46 47 44 84 52 69 24 100 40 72 27 63 64 26 42 44 44 73 20 44 45 47 45 54 38 48 45 57 62 21 43 46 45 49 54 35 45 45 46 67 24 47 45 46 50 53 34 45 46 105 33 45 46 46 78 26 56 23 44 106 55 45 46 45 60 38 42 42 55 58 22 46 45 47 47 48 40 47 44 48 72 18 44 For what I've read, since the sound buffer size in XP is 2048 samples, I should be getting a stable 46 ms delay. The problem is there with and without trace(). If I can't fix it I will just use it like it is now. Anyways it adds a less-machine more-human(drunk) like touch :) Thanks for your reply, Abe As Jason mentioned, I've been going through the same process for a very demanding client--one of the country's best music schools. My project is to string together several audio clips, and make it sound like a real song, with absolutely no glitches. Here's what I've found: - Use AS3. AS2 isn't fast enough. - Timers have limited usability, because they can be off by several milliseconds. I tried that approach, and abandoned it after the prototype stage. - MP3's take too long to start playing, and tend to have glitches like pops and clicks. A program Steven Sacks recommended, MP3Trim, helped, but still didn't raise it to the professional level. - Aiff files at 44.1/16 seem to be the best solution (wav files would probably work too, but my client does all the asset prep on the Mac). I wrote a playlist class that has methods to build a playlist and to play it. The play method simply steps through the array of sounds you have built. It's its own listener for the SOUND_COMPLETE event, and keeps playing until it reaches the end of the playlist. That approach works for all but a few songs, where it's just not precise enough. For example, there's a pretty hyper guitar solo from "American Idiot", with fast 16th notes (tempo about 128), and I needed to drop in one sixteenth note in the middle of a run. The delay was just long enough--maybe 1/100 second--to make it sound like a hesitation. We had to drop that song from the game. Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _
[Flashcoders] "Auto declare stage instance" issue with SWC
Hi everyone - Here's my setup. I have a MovieClip named "TimerSymbol" in the Library with a base class of "flash.display.MovieClip" assigned to it. The class associated with it is public and extends MovieClip. "TimerSymbol" contains a MovieClip inside of it with an instance name of "icons_mc". "TimerSymbol" is instantiated inside of a parent Sprite class, which will serve as the base class of my SWC. Now, I have "Automatically declare stage instances" ticked "on", and I need to leave it on because that's the default setting other people would be using. With that, I'm not directly referring to "icons_mc" in my TimerSymbol class to avoid name conflicts. I'm getting the instance like so: public var icons:MovieClip; icons = getChildByName('icons_mc') as MovieClip; And that seems to work fine. BUT, the problem emerges when I "Convert to Compiled Clip" and publish again from a separate FLA. This time I get... ReferenceError: Error #1056: Cannot create property icons_mc on com.dd.observers.Timer. at flash.display::Sprite/flash.display:Sprite::constructChildren() at flash.display::Sprite$iinit() at flash.display::MovieClip$iinit() (blah blah blah) Any ideas what could be causing this? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Is a precise timer for making rhythms possible?
If the composer is playing as notes are entered, timing is not an issue. Fancy electric organ for the typest :-) If you have a playback button that plays the composed work, you can concatenate the sounds/notes "selected" and play the composed segment. Ron Abe Pazos wrote: I guess this is meant for Kerry? I think he IS playing songs in a sequence. Maybe he needs to synchronize graphic elements to the starting of parts? In my case, I've built a composer tool and the order is not predefined, actually is ever changing, so I can't merge the sounds. Why not just concatenate the mp3 files into 1 file and play it as a single sound track? Ron Abe Pazos wrote: I don't understand how MP3 can take longer to start. Isn't the AIFF converted to MP3 anyways by the IDE? I'm preloading the MP3s from disk. I have generated them myself, so they are trimmed until the last sample. Is there something that causes random delays when starting MP3s? To test the SOUND_COMPLETE event, I have created a very short sample (about 1 ms long) which acts as a metronome. I count when it has played 5 times, I play a bass drum. The timing I get is quite random. So I don't understand how do you get such perfect timing with your playlist class. Or maybe the problem is that I'm looking for much more precision than what you needed for the music... Here is my test code: var pCounter:int = 5; var pMetro:Sound = new metronome(); // 1 ms sample to act as a timer var pChannel:SoundChannel = pMetro.play(); pChannel.addEventListener(Event.SOUND_COMPLETE, onComplete); var pTime:int = getTimer(); function onComplete(tEvent:Event):void { pChannel.removeEventListener(Event.SOUND_COMPLETE, onComplete); pChannel = pMetro.play(); pChannel.addEventListener(Event.SOUND_COMPLETE, onComplete); trace(getTimer() - pTime); pTime = getTimer(); if (pCounter-- > 0) { return; } pCounter = 5; (new BassDrum()).play(); } These are the times traced: 107 285 48 53 55 104 59 14 42 47 57 34 47 45 45 80 15 43 47 49 47 57 33 46 47 44 84 52 69 24 100 40 72 27 63 64 26 42 44 44 73 20 44 45 47 45 54 38 48 45 57 62 21 43 46 45 49 54 35 45 45 46 67 24 47 45 46 50 53 34 45 46 105 33 45 46 46 78 26 56 23 44 106 55 45 46 45 60 38 42 42 55 58 22 46 45 47 47 48 40 47 44 48 72 18 44 For what I've read, since the sound buffer size in XP is 2048 samples, I should be getting a stable 46 ms delay. The problem is there with and without trace(). If I can't fix it I will just use it like it is now. Anyways it adds a less-machine more-human(drunk) like touch :) Thanks for your reply, Abe As Jason mentioned, I've been going through the same process for a very demanding client--one of the country's best music schools. My project is to string together several audio clips, and make it sound like a real song, with absolutely no glitches. Here's what I've found: - Use AS3. AS2 isn't fast enough. - Timers have limited usability, because they can be off by several milliseconds. I tried that approach, and abandoned it after the prototype stage. - MP3's take too long to start playing, and tend to have glitches like pops and clicks. A program Steven Sacks recommended, MP3Trim, helped, but still didn't raise it to the professional level. - Aiff files at 44.1/16 seem to be the best solution (wav files would probably work too, but my client does all the asset prep on the Mac). I wrote a playlist class that has methods to build a playlist and to play it. The play method simply steps through the array of sounds you have built. It's its own listener for the SOUND_COMPLETE event, and keeps playing until it reaches the end of the playlist. That approach works for all but a few songs, where it's just not precise enough. For example, there's a pretty hyper guitar solo from "American Idiot", with fast 16th notes (tempo about 128), and I needed to drop in one sixteenth note in the middle of a run. The delay was just long enough--maybe 1/100 second--to make it sound like a hesitation. We had to drop that song from the game. Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.c
[Flashcoders] Error #1009 and gotoAndStop()
Hi List, i have MovieClip with some keyframes, on each keyframe is dynamic TextField with different properties (font, color etc.). In constructor - class NavigationItem.as I'm trying to jump to frame and fill TextField with some text: gotoAndStop( _level ); _label.text = label; _label.autoSize = TextFieldAutoSize.LEFT; TypeError: Error #1009: Cannot access a property or method of a null object reference. It is clear for me - the script runs before frame in the animation has been reached, but how it fix? Thanks Pavel ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders