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Pitching MP3 (Not PitchShift!) is possible since Flash10s new Sound API. Today I saw Lee Brimelow’s post about doing so, providing some source code. Cause we spend a lot of time to keep things running more smoothly in the AudioTool, I created another version which has some advantages. No objects are created in runtime (memory usage) The SampleDataEvent is receiving a static blocksize (steady laten
Joa & I are very busy at the moment contributing more stuff to our little open source project PopForge. There are lots of new stuff in the line. For now, I recoded the 909 from the scratch – hopefully less CPU intensive and with better sound quality. The sound samples and grains are now stored into a single file, introducing Joa’s compressing FurnaceFormat. Quite elegant! Source code 909 GUI | Sou
Ack, another ‘lets rotate photos’-demonstration! What I fail to understand is how is this in any way elegant or useful? I’ve seen soo many video hype recently with formal dressed Marketing-Department guys sitting at glass tables, rotating photos around as if this is the absolute coolest thing on earth but I have yet to see one application that really makes sense for it!
I promised to publish the sources of the physics engine I had shown on the flashconference in stuttgart (same engine I would had shown in paris). I did some big changes in the structure, so some things are missing (1d physics, billard example). In the current version, I tried to test on movable segments, which could be a nice feature dealing with polygons created by simple spring connections betwe
Besides audio-programming, still the big thing to be solved in AS3. I’m currently working on a game in as3 (YEAH!) and it needs some accurate physics. I decided to spend some more time to build a flex-library for further projects and development on this topic. There are still a lot of things to implement and some collisionmodels need some proof of robustness. Features: ConvexPolygons as Springmode
After lots of crashes and frailties, I got today the solution for an audio-cycle-buffer (2047 samples). That means, it is possible to synthesize custom sounds and effects nearly in runtime (delay about 47ms). I have no *BIG* example here right now. Just the first running engine. It has a simple SWF embedded, where an empty wavfile is exported. This SWF will be parsed, modified and reloaded to crea
Over thousand particles with little scalings on the buffer bitmap can look really sweet. I’ve coded them with 120 fps just for my entertainment, but decided after a while to store some of them. In firefox they slow down to 30fps on my computer. Make sure, you see them with the internet explorer, with provides still faster flash movies. The class is always in the same folder called PerlinForce.as.
Mario (quasimondo) had done it a few weeks ago, but I wanted to make my own glass filter. The common technic is very simple. You can use the native BevelFilter to create gradients for use with the native DisplacementMapFilter. This Assembly seems to refract the light from the enviroment and its fast. Here are the sources: import flash.display.BitmapData; import flash.filters.BevelFilter; import fl
As promised on the german-flashforum-tour 05 here are the source files [8MB], where I demonstrated some flash8 bitmapmanipulation and effects with. The package provides both sessions: Natural Born Filters and the Flash3d part. Not all FLAs have commented code, so here are some instructions: Download the ZIP and extract it to a folder. Some FLAs need the class files in the src-folder. The paths are
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