Re: [Flashcoders] Question about approximate vowel detection in AS3

2010-06-04 Thread Karim Beyrouti
Yeh - not sure this will help

however - a (very talented) colleague of mine worked on a simple speech 
recognition software for mobile - it was built to recognise about 20 commands 
with 90% success rate.

His approach (in my simplistic terms) was:

1) get recordings / audio samples of the commands (in your case vowels - it 
should be easier as it's generated so you wont have to compare against too 
many/different intonations ) - 
2) create / store a graph of the audio commands ( this used FFT (s) - to 
abstract and simplify, the pattern of the commands - the result was a square 
voice print graph )
3) The stored patterns/voiceprints were then compared against the users voice 
recording. 

The trickiest part of this whole business were the Fast Fourier Transforms - 
these things get very complicated, and confuse the life out of me. Anyway, 
hopefully this
will help you - seems like it might be the best approach. if you do crack it - 
you will end up with a simple voice recognition system. Which would be a 
brilliant and useful thing bit of code to
have...

hope this was of any use..

- karim

On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:

 I would try using that to figure out a way of maping the sounds and then 
 translate that to your project. You are able to see the wave forms in 
 soundbooth? Haven't used it. If so, can you run your cursor over it at any 
 point to get the readings? Might be a little trivial, but may yeild a pattern 
 that you can utilize.
 
 JAT
 
 Karl
 
 Sent from losPhone
 
 On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote:
 
 SoundBooth
 
 On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.comwrote:
 
 Do you have SoundEdit? Or the like?
 
 
 Karl
 
 
 
 On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
 
 I think I might make waveform bitmaps and then try and compare against the
 current waveform (block EQ) - and if it's a close match, then fire off
 specific vowel events. If that works, I could do consonants too. If this
 works, I'll do jumping jacks and shots of Jack.
 
 So how would I compare two bitmaps to see if a waveform (
 On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com
 wrote:
 
 If you need any of these files or can't find them, lmk and I can send off
 list.
 
 Best,
 
 Karl
 
 
 
 On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
 
 Don't know if this will help, but have you looked into WaveAnalyzer.as
 or
 
 Flash MX - Audio: Sound completion event (The source files for this can
 be
 found in the Flash MX/Samples folder.)
 They both let you control the sound. I am thinking this will point you
 in
 a good direction. Its AS2 though.
 
 HTH,
 
 Karl
 
 
 On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
 
 Ya - I have the data for both things, but they extend over time and are
 
 difficult to compare. It's the boiling down the signatures into
 something
 simple and being able to read the playing audio looking for the match
 (or
 near match). I thought about using bitmap data and trying to match up
 waveforms, etc. but I don't know enough about it to pull that off. It
 seems
 like a hack in a way, but if it worked, who cares I suppose.
 
 On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano 
 califa010.flashcod...@gmail.com wrote:
 
 
 
 I'm not Henrik, but I've done some lip-synch stuff for Disney. We
 did
 it pretty much the way Eric described--we just used amplitude. It's
 not as accurate as Disney would demand on a film, but it's ok in the
 kids' game market.
 
 
 
 I see, amplitudes could be just good enough for some stuff.
 
 Although the speed and the intensitiy of the speech could give
 misleading
 results, I think. I'm under the impression that you should somehow try
 to
 compare the shape of the waves (somehow simplifiy your input to some
 value
 of sets of values that are easier to compare, possibly in a time
 window)
 and compare it in some meaningful way to precalculated samples to find
 a
 matching pattern. That's the part I have no clue about!
 
 Cheers
 Juan Pablo Califano
 
 2010/6/3 Kerry Thompson al...@cyberiantiger.biz
 
 Juan Pablo Califano wrote:
 
 
 Wow. That was really uncalled for.
 
 
 
 That was my reaction, too. I didn't see Eric as complaining--just
 asking. Maybe Henrik was just having a bad day.
 
 For me, the hard part, which you seem to imply is rather simple
 here,
 
 
 is
 
 
 *matching+ the input audio against said profiles. Admitedly, I don't
 
 
 know
 
 
 anything about digital signal processing and audio programming in
 
 
 general,
 
 but matching sounds a bit vague. Perhaps you could enlighten us, I
 
 you
 
 
 feel like.
 
 
 
 I'm not Henrik, but I've done some lip-synch stuff for Disney. We did
 it pretty much the way Eric described--we just used amplitude. It's
 not as accurate as Disney would demand on a film, but it's ok in the
 kids' game market.
 
 Doing something more accurate would probably involve at least 6 mouth
 positions, and if you're doing it in real 

Re: [Flashcoders] Question about approximate vowel detection in AS3

2010-06-04 Thread Eric E. Dolecki
I've started implementing some code this morning in the hopes to match the
vowel a this morning. Of course there are several intonations for this
depending on the word it's located in, but if I can get a match on a naked
a I may be on to something. Like you said, I have a higher chance of
success since the voice is software generated and not from random people's
speech patterns.

If I don't get something today I'm going to bail on the engine in the hopes
of finding something useful some other time. This isn't a critical feature
for me as I have the jaw moving with precision and the effect comes across.
Mouth shapes would be the icing on the cake.

Eric

On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote:

 Yeh - not sure this will help

 however - a (very talented) colleague of mine worked on a simple speech
 recognition software for mobile - it was built to recognise about 20
 commands with 90% success rate.

 His approach (in my simplistic terms) was:

 1) get recordings / audio samples of the commands (in your case vowels - it
 should be easier as it's generated so you wont have to compare against too
 many/different intonations ) -
 2) create / store a graph of the audio commands ( this used FFT (s) - to
 abstract and simplify, the pattern of the commands - the result was a square
 voice print graph )
 3) The stored patterns/voiceprints were then compared against the users
 voice recording.

 The trickiest part of this whole business were the Fast Fourier Transforms
 - these things get very complicated, and confuse the life out of me. Anyway,
 hopefully this
 will help you - seems like it might be the best approach. if you do crack
 it - you will end up with a simple voice recognition system. Which would be
 a brilliant and useful thing bit of code to
 have...

 hope this was of any use..

 - karim

 On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:

  I would try using that to figure out a way of maping the sounds and then
 translate that to your project. You are able to see the wave forms in
 soundbooth? Haven't used it. If so, can you run your cursor over it at any
 point to get the readings? Might be a little trivial, but may yeild a
 pattern that you can utilize.
 
  JAT
 
  Karl
 
  Sent from losPhone
 
  On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com
 wrote:
 
  SoundBooth
 
  On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.com
 wrote:
 
  Do you have SoundEdit? Or the like?
 
 
  Karl
 
 
 
  On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
 
  I think I might make waveform bitmaps and then try and compare against
 the
  current waveform (block EQ) - and if it's a close match, then fire off
  specific vowel events. If that works, I could do consonants too. If
 this
  works, I'll do jumping jacks and shots of Jack.
 
  So how would I compare two bitmaps to see if a waveform (
  On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers 
 k...@designdrumm.com
  wrote:
 
  If you need any of these files or can't find them, lmk and I can send
 off
  list.
 
  Best,
 
  Karl
 
 
 
  On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
 
  Don't know if this will help, but have you looked into
 WaveAnalyzer.as
  or
 
  Flash MX - Audio: Sound completion event (The source files for this
 can
  be
  found in the Flash MX/Samples folder.)
  They both let you control the sound. I am thinking this will point
 you
  in
  a good direction. Its AS2 though.
 
  HTH,
 
  Karl
 
 
  On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
 
  Ya - I have the data for both things, but they extend over time and
 are
 
  difficult to compare. It's the boiling down the signatures into
  something
  simple and being able to read the playing audio looking for the
 match
  (or
  near match). I thought about using bitmap data and trying to match
 up
  waveforms, etc. but I don't know enough about it to pull that off.
 It
  seems
  like a hack in a way, but if it worked, who cares I suppose.
 
  On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano 
  califa010.flashcod...@gmail.com wrote:
 
 
 
  I'm not Henrik, but I've done some lip-synch stuff for Disney.
 We
  did
  it pretty much the way Eric described--we just used amplitude.
 It's
  not as accurate as Disney would demand on a film, but it's ok in
 the
  kids' game market.
 
 
 
  I see, amplitudes could be just good enough for some stuff.
 
  Although the speed and the intensitiy of the speech could give
  misleading
  results, I think. I'm under the impression that you should somehow
 try
  to
  compare the shape of the waves (somehow simplifiy your input to
 some
  value
  of sets of values that are easier to compare, possibly in a time
  window)
  and compare it in some meaningful way to precalculated samples to
 find
  a
  matching pattern. That's the part I have no clue about!
 
  Cheers
  Juan Pablo Califano
 
  2010/6/3 Kerry Thompson al...@cyberiantiger.biz
 
  Juan Pablo Califano wrote:
 
 
  Wow. That was really 

Re: [Flashcoders] Question about approximate vowel detection in AS3

2010-06-04 Thread Eric E. Dolecki
I can get waveforms... but say a takes 1 second to speak. I get different
waveforms over that 1 second... so I'm not matching against a single
waveform, but many waveforms in succession. This seems like a tricky thing
to match against.

What might be a good approach to matching values over a certain amount of
time? Is AS3 fast enough to sync quick enough? I imagine it would need to
check for all vowels every frame matching values in waveforms over a certain
amount of time.

Eric

On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki edole...@gmail.com wrote:

 I've started implementing some code this morning in the hopes to match the
 vowel a this morning. Of course there are several intonations for this
 depending on the word it's located in, but if I can get a match on a naked
 a I may be on to something. Like you said, I have a higher chance of
 success since the voice is software generated and not from random people's
 speech patterns.

 If I don't get something today I'm going to bail on the engine in the hopes
 of finding something useful some other time. This isn't a critical feature
 for me as I have the jaw moving with precision and the effect comes across.
 Mouth shapes would be the icing on the cake.

 Eric


 On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote:

 Yeh - not sure this will help

 however - a (very talented) colleague of mine worked on a simple speech
 recognition software for mobile - it was built to recognise about 20
 commands with 90% success rate.

 His approach (in my simplistic terms) was:

 1) get recordings / audio samples of the commands (in your case vowels -
 it should be easier as it's generated so you wont have to compare against
 too many/different intonations ) -
 2) create / store a graph of the audio commands ( this used FFT (s) - to
 abstract and simplify, the pattern of the commands - the result was a square
 voice print graph )
 3) The stored patterns/voiceprints were then compared against the users
 voice recording.

 The trickiest part of this whole business were the Fast Fourier Transforms
 - these things get very complicated, and confuse the life out of me. Anyway,
 hopefully this
 will help you - seems like it might be the best approach. if you do crack
 it - you will end up with a simple voice recognition system. Which would be
 a brilliant and useful thing bit of code to
 have...

 hope this was of any use..

 - karim

 On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:

  I would try using that to figure out a way of maping the sounds and then
 translate that to your project. You are able to see the wave forms in
 soundbooth? Haven't used it. If so, can you run your cursor over it at any
 point to get the readings? Might be a little trivial, but may yeild a
 pattern that you can utilize.
 
  JAT
 
  Karl
 
  Sent from losPhone
 
  On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com
 wrote:
 
  SoundBooth
 
  On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.com
 wrote:
 
  Do you have SoundEdit? Or the like?
 
 
  Karl
 
 
 
  On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
 
  I think I might make waveform bitmaps and then try and compare against
 the
  current waveform (block EQ) - and if it's a close match, then fire
 off
  specific vowel events. If that works, I could do consonants too. If
 this
  works, I'll do jumping jacks and shots of Jack.
 
  So how would I compare two bitmaps to see if a waveform (
  On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers 
 k...@designdrumm.com
  wrote:
 
  If you need any of these files or can't find them, lmk and I can send
 off
  list.
 
  Best,
 
  Karl
 
 
 
  On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
 
  Don't know if this will help, but have you looked into
 WaveAnalyzer.as
  or
 
  Flash MX - Audio: Sound completion event (The source files for this
 can
  be
  found in the Flash MX/Samples folder.)
  They both let you control the sound. I am thinking this will point
 you
  in
  a good direction. Its AS2 though.
 
  HTH,
 
  Karl
 
 
  On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
 
  Ya - I have the data for both things, but they extend over time and
 are
 
  difficult to compare. It's the boiling down the signatures into
  something
  simple and being able to read the playing audio looking for the
 match
  (or
  near match). I thought about using bitmap data and trying to match
 up
  waveforms, etc. but I don't know enough about it to pull that off.
 It
  seems
  like a hack in a way, but if it worked, who cares I suppose.
 
  On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano 
  califa010.flashcod...@gmail.com wrote:
 
 
 
  I'm not Henrik, but I've done some lip-synch stuff for Disney.
 We
  did
  it pretty much the way Eric described--we just used amplitude.
 It's
  not as accurate as Disney would demand on a film, but it's ok in
 the
  kids' game market.
 
 
 
  I see, amplitudes could be just good enough for some stuff.
 
  Although the speed 

[Flashcoders] setting variable

2010-06-04 Thread Lehr, Theodore
So I am loading a swf - How can I set a value of a variable in that swf from 
the parent?
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Re: [Flashcoders] setting variable

2010-06-04 Thread Henrik Andersson

Lehr, Theodore wrote:

So I am loading a swf - How can I set a value of a variable in that swf from 
the parent?


Same as if it was a mc that you hadn't loaded separately.
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RE: [Flashcoders] setting variable

2010-06-04 Thread Lehr, Theodore
What would it's instance name be?

my last line is:

addChild(loadEvent.currentTarget.content);


From: flashcoders-boun...@chattyfig.figleaf.com 
[flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Henrik Andersson 
[he...@henke37.cjb.net]
Sent: Friday, June 04, 2010 12:39 PM
To: Flash Coders List
Subject: Re: [Flashcoders] setting variable

Lehr, Theodore wrote:
 So I am loading a swf - How can I set a value of a variable in that swf from 
 the parent?

Same as if it was a mc that you hadn't loaded separately.
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Re: [Flashcoders] Question about approximate vowel detection in AS3

2010-06-04 Thread Eric E. Dolecki
I was able to match a single a - although even with a straight a there
can be some subtle variation. So I  mapped variations that come close and I
don't need to match every value in the complete waveform over time... every
couple together or even the first value with buffer comes pretty close. this
is with a known, unchanging vocal waveform. So I doubt this would be very
useful outside of this current system, which is a bummer.

I think it's time for me to retire this code and move on. Oh well...

Eric


On Fri, Jun 4, 2010 at 9:28 AM, Eric E. Dolecki edole...@gmail.com wrote:

 I can get waveforms... but say a takes 1 second to speak. I get different
 waveforms over that 1 second... so I'm not matching against a single
 waveform, but many waveforms in succession. This seems like a tricky thing
 to match against.

 What might be a good approach to matching values over a certain amount of
 time? Is AS3 fast enough to sync quick enough? I imagine it would need to
 check for all vowels every frame matching values in waveforms over a certain
 amount of time.

 Eric


 On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki edole...@gmail.comwrote:

 I've started implementing some code this morning in the hopes to match the
 vowel a this morning. Of course there are several intonations for this
 depending on the word it's located in, but if I can get a match on a naked
 a I may be on to something. Like you said, I have a higher chance of
 success since the voice is software generated and not from random people's
 speech patterns.

 If I don't get something today I'm going to bail on the engine in the
 hopes of finding something useful some other time. This isn't a critical
 feature for me as I have the jaw moving with precision and the effect comes
 across. Mouth shapes would be the icing on the cake.

 Eric


 On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote:

 Yeh - not sure this will help

 however - a (very talented) colleague of mine worked on a simple speech
 recognition software for mobile - it was built to recognise about 20
 commands with 90% success rate.

 His approach (in my simplistic terms) was:

 1) get recordings / audio samples of the commands (in your case vowels -
 it should be easier as it's generated so you wont have to compare against
 too many/different intonations ) -
 2) create / store a graph of the audio commands ( this used FFT (s) - to
 abstract and simplify, the pattern of the commands - the result was a square
 voice print graph )
 3) The stored patterns/voiceprints were then compared against the users
 voice recording.

 The trickiest part of this whole business were the Fast Fourier
 Transforms - these things get very complicated, and confuse the life out of
 me. Anyway, hopefully this
 will help you - seems like it might be the best approach. if you do crack
 it - you will end up with a simple voice recognition system. Which would be
 a brilliant and useful thing bit of code to
 have...

 hope this was of any use..

 - karim

 On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:

  I would try using that to figure out a way of maping the sounds and
 then translate that to your project. You are able to see the wave forms in
 soundbooth? Haven't used it. If so, can you run your cursor over it at any
 point to get the readings? Might be a little trivial, but may yeild a
 pattern that you can utilize.
 
  JAT
 
  Karl
 
  Sent from losPhone
 
  On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com
 wrote:
 
  SoundBooth
 
  On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers 
 k...@designdrumm.comwrote:
 
  Do you have SoundEdit? Or the like?
 
 
  Karl
 
 
 
  On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
 
  I think I might make waveform bitmaps and then try and compare
 against the
  current waveform (block EQ) - and if it's a close match, then fire
 off
  specific vowel events. If that works, I could do consonants too. If
 this
  works, I'll do jumping jacks and shots of Jack.
 
  So how would I compare two bitmaps to see if a waveform (
  On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers 
 k...@designdrumm.com
  wrote:
 
  If you need any of these files or can't find them, lmk and I can
 send off
  list.
 
  Best,
 
  Karl
 
 
 
  On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
 
  Don't know if this will help, but have you looked into
 WaveAnalyzer.as
  or
 
  Flash MX - Audio: Sound completion event (The source files for
 this can
  be
  found in the Flash MX/Samples folder.)
  They both let you control the sound. I am thinking this will point
 you
  in
  a good direction. Its AS2 though.
 
  HTH,
 
  Karl
 
 
  On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
 
  Ya - I have the data for both things, but they extend over time
 and are
 
  difficult to compare. It's the boiling down the signatures into
  something
  simple and being able to read the playing audio looking for the
 match
  (or
  near match). I thought about using bitmap data and 

Re: [Flashcoders] Question about approximate vowel detection in AS3

2010-06-04 Thread Karl DeSaulniers
I would say there are about 5 - 7 mouth shapes you could distribute  
through your animation that would give the impression that the avatar  
is saying the right words.
Plus if your animation is fluid (meaning it doesn't look like the  
avatar is straining to say the words) it probably wont be noticeable  
if it mouths the wrong word from time to time.


JAT

Karl


On Jun 4, 2010, at 12:25 PM, Eric E. Dolecki wrote:

I was able to match a single a - although even with a straight  
a there
can be some subtle variation. So I  mapped variations that come  
close and I
don't need to match every value in the complete waveform over  
time... every
couple together or even the first value with buffer comes pretty  
close. this
is with a known, unchanging vocal waveform. So I doubt this would  
be very

useful outside of this current system, which is a bummer.

I think it's time for me to retire this code and move on. Oh well...

Eric


On Fri, Jun 4, 2010 at 9:28 AM, Eric E. Dolecki  
edole...@gmail.com wrote:


I can get waveforms... but say a takes 1 second to speak. I get  
different

waveforms over that 1 second... so I'm not matching against a single
waveform, but many waveforms in succession. This seems like a  
tricky thing

to match against.

What might be a good approach to matching values over a certain  
amount of
time? Is AS3 fast enough to sync quick enough? I imagine it would  
need to
check for all vowels every frame matching values in waveforms over  
a certain

amount of time.

Eric


On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki  
edole...@gmail.comwrote:


I've started implementing some code this morning in the hopes to  
match the
vowel a this morning. Of course there are several intonations  
for this
depending on the word it's located in, but if I can get a match  
on a naked
a I may be on to something. Like you said, I have a higher  
chance of
success since the voice is software generated and not from random  
people's

speech patterns.

If I don't get something today I'm going to bail on the engine in  
the
hopes of finding something useful some other time. This isn't a  
critical
feature for me as I have the jaw moving with precision and the  
effect comes

across. Mouth shapes would be the icing on the cake.

Eric


On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti  
ka...@kurst.co.uk wrote:



Yeh - not sure this will help

however - a (very talented) colleague of mine worked on a simple  
speech
recognition software for mobile - it was built to recognise  
about 20

commands with 90% success rate.

His approach (in my simplistic terms) was:

1) get recordings / audio samples of the commands (in your case  
vowels -
it should be easier as it's generated so you wont have to  
compare against

too many/different intonations ) -
2) create / store a graph of the audio commands ( this used FFT  
(s) - to
abstract and simplify, the pattern of the commands - the result  
was a square

voice print graph )
3) The stored patterns/voiceprints were then compared against  
the users

voice recording.

The trickiest part of this whole business were the Fast Fourier
Transforms - these things get very complicated, and confuse the  
life out of

me. Anyway, hopefully this
will help you - seems like it might be the best approach. if you  
do crack
it - you will end up with a simple voice recognition system.  
Which would be

a brilliant and useful thing bit of code to
have...

hope this was of any use..

- karim

On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:

I would try using that to figure out a way of maping the sounds  
and
then translate that to your project. You are able to see the  
wave forms in
soundbooth? Haven't used it. If so, can you run your cursor over  
it at any
point to get the readings? Might be a little trivial, but may  
yeild a

pattern that you can utilize.


JAT

Karl

Sent from losPhone

On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com

wrote:



SoundBooth

On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers 

k...@designdrumm.comwrote:



Do you have SoundEdit? Or the like?


Karl



On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:

I think I might make waveform bitmaps and then try and compare

against the
current waveform (block EQ) - and if it's a close match,  
then fire

off
specific vowel events. If that works, I could do consonants  
too. If

this

works, I'll do jumping jacks and shots of Jack.

So how would I compare two bitmaps to see if a waveform (
On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers 

k...@designdrumm.com

wrote:


If you need any of these files or can't find them, lmk and I  
can

send off

list.

Best,

Karl



On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:

Don't know if this will help, but have you looked into

WaveAnalyzer.as

or

Flash MX - Audio: Sound completion event (The source files  
for

this can

be
found in the Flash MX/Samples folder.)
They both let you control the sound. I am thinking this  
will point

you

in
a 

[Flashcoders] flash game source code

2010-06-04 Thread Michael Stocke

Good evening everyone.

 

I would like to make a space invaders clone using AS3. I don't have alot of 
time, so developing from scratch isn't really an option. Does anyone have any 
suggestions for places to find source code? Flashkit is too old, and I haven't 
been able to find anything at kirupa.com. I've seen a number of emulators, but 
I want something that I can customize with my own assets and animations if 
possible. Any suggestions anyone can give would be appreciated. Thanks.

Foundry Designs Inc.
Professional Website Design and Online Marketing

Mike Stocke 
msto...@foundrydesigns.com 
248.787.1306


  
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Re: [Flashcoders] flash game source code

2010-06-04 Thread Eric E. Dolecki
found this in 0.25 seconds, but didn't download to check it:

http://www.lemlinh.com/flash-source-as3-space-invaders/


On Fri, Jun 4, 2010 at 11:20 PM, Michael Stocke mikesto...@hotmail.comwrote:


 Good evening everyone.



 I would like to make a space invaders clone using AS3. I don't have alot of
 time, so developing from scratch isn't really an option. Does anyone have
 any suggestions for places to find source code? Flashkit is too old, and I
 haven't been able to find anything at kirupa.com. I've seen a number of
 emulators, but I want something that I can customize with my own assets and
 animations if possible. Any suggestions anyone can give would be
 appreciated. Thanks.

 Foundry Designs Inc.
 Professional Website Design and Online Marketing

 Mike Stocke
 msto...@foundrydesigns.com
 248.787.1306



 _
 Hotmail is redefining busy with tools for the New Busy. Get more from your
 inbox.

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Re: [Flashcoders] flash game source code

2010-06-04 Thread Jared
I think seb lee-delisle has one in his game dev class source code. I  
don't know if it helps but here we are.


Sent from my iPhone

On Jun 4, 2010, at 8:30 PM, Eric E. Dolecki edole...@gmail.com  
wrote:



found this in 0.25 seconds, but didn't download to check it:

http://www.lemlinh.com/flash-source-as3-space-invaders/


On Fri, Jun 4, 2010 at 11:20 PM, Michael Stocke mikesto...@hotmail.com 
wrote:




Good evening everyone.



I would like to make a space invaders clone using AS3. I don't have  
alot of
time, so developing from scratch isn't really an option. Does  
anyone have
any suggestions for places to find source code? Flashkit is too  
old, and I
haven't been able to find anything at kirupa.com. I've seen a  
number of
emulators, but I want something that I can customize with my own  
assets and

animations if possible. Any suggestions anyone can give would be
appreciated. Thanks.

Foundry Designs Inc.
Professional Website Design and Online Marketing

Mike Stocke
msto...@foundrydesigns.com
248.787.1306



_
Hotmail is redefining busy with tools for the New Busy. Get more  
from your

inbox.

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Interactive design and development
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Re: [Flashcoders] flash game source code

2010-06-04 Thread Kerry Thompson
Eric E. Dolecki wrote:

 found this in 0.25 seconds

Which is another polite way of saying Google is your friend.

Also, check out Gary Rosenzweig's book ActionScript 3.0 Game
Programming University. I'm not sure if it has a space invaders game,
but Gary is great for games in general. Back in the day, I used his
book on Director games as the starting point for a bunch of games for
a now-defunct dot-com. With his source, I made about 50 games in a
year, and had my boss thinking that I was the hero :^|

Cordially,

Kerry Thompson
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