Dynamic Sound Generation
// write as3 code here..
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
[SWF(backgroundColor="#000000")]
public class DSG extends Sprite
{
public function DSG()
{
super();
init();
}
private var timer:Timer;
private var noteNumbers:Array = [60, 62, 64, 65, 67, 69, 71, 72];
private function init():void
{
ring();
timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER, timerHandler);
timer.start();
}
private function ring():void
{
if (noteNumbers.length == 0)
return;
var noteNumber:int = noteNumbers[int(Math.random() * noteNumbers.length)];
var attack:Number = Math.random() * 5;
var decay:Number = Math.random() * 5;
var release:Number = 10 - attack - decay;
new Tone(noteNumber, 2, 8, attack, decay, 5, release).start();
new Particle(noteNumber, 2, 8, attack, decay, 5, release, this).start();
}
private function timerHandler(event:TimerEvent):void
{
ring();
}
}
}
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
class Particle extends Sprite
{
public static const UNIT:int = 10;
public static const TIMER_RATE:int = 20;
public function Particle(noteNumber:uint, length:Number, volume:Number, attack:Number, decay:Number, sustain:Number, release:Number, parent:Sprite)
{
this.noteNumber = noteNumber;
this.length = length;
this.volume = volume;
this.attack = attack;
this.decay = decay;
this.sustain = sustain;
this.release = release;
amplify = volume > sustain ? volume : sustain;
parent.addChildAt(this, 0);
check();
initializeVelocity();
}
private var timer:Timer;
private var radius:Number = 0;
private var alphaValue:Number = 1;
private var amplify:Number = 0;
private var state:int = 1; // 1: Attack, 2: Decay, 3: Release
private var noteNumber:uint;
private var length:Number;
private var volume:Number;
private var attack:Number;
private var decay:Number;
private var sustain:Number;
private var release:Number;
private var v1:Number;
private var v2:Number;
private var v3:Number;
private function check():void
{
if (attack + decay + release != UNIT)
{
attack = 0;
decay = 5;
release = 5;
}
if (volume > UNIT)
volume = UNIT;
if (volume < 0)
volume = 0;
if (sustain > UNIT)
sustain = UNIT;
if (sustain < 0)
sustain = 0;
}
private function initializeVelocity():void
{
v1 = volume / (TIMER_RATE * length * attack / UNIT);
v2 = (volume - sustain) / (TIMER_RATE * length * decay / UNIT);
v3 = sustain / (TIMER_RATE * length * release / UNIT);
alphaValue = volume > sustain ? volume : sustain;
}
private function init():void
{
timer = new Timer(1000 / TIMER_RATE);
timer.addEventListener(TimerEvent.TIMER, timerHandler);
timer.start();
}
private function update():void
{
drawGraphics();
updateParams();
}
private function drawGraphics():void
{
graphics.clear();
graphics.beginFill(0xFFFFFF, alphaValue / 10);
graphics.drawCircle(0, 0, radius * 0.8 * amplify);
graphics.endFill();
}
private function updateParams():void
{
if (state == 1)
{
radius += v1;
if (radius >= volume)
{
radius = volume;
state = 2;
}
}
else if (state == 2)
{
if (volume < sustain)
{
radius -= v2;
if (radius >= sustain)
{
radius = sustain;
state = 3;
}
}
else
{
alphaValue -= v2;
if (alphaValue <= sustain)
{
alphaValue = sustain;
state = 3;
}
}
}
else if (state == 3)
{
alphaValue -= v3;
if (alphaValue <= 0)
{
alphaValue = 0;
stop();
}
}
}
public function start():void
{
if (!parent)
throw new Error("parent must be specified.");
if (x == 0 && y == 0)
{
x = Math.random() * stage.stageWidth;
y = Math.random() * stage.stageHeight;
}
timer = new Timer(1000 / TIMER_RATE);
timer.addEventListener(TimerEvent.TIMER, timerHandler);
timer.start();
}
public function stop():void
{
timer.removeEventListener(TimerEvent.TIMER, timerHandler);
parent.removeChild(this);
dispatchEvent(new Event(Event.COMPLETE));
}
private function timerHandler(event:TimerEvent):void
{
update();
}
}
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.SampleDataEvent;
import flash.media.Sound;
import flash.utils.ByteArray;
class Tone extends EventDispatcher
{
public static const SAMPLING_RATE:Number = 44100;
public static const BUFFER_SIZE:int = 8192;
public static const UNIT:int = 10;
public function Tone(noteNumber:uint, length:Number, volume:Number, attack:Number, decay:Number, sustain:Number, release:Number)
{
this.frequency = noteNumber2frequency(noteNumber);
this.length = length;
this.volume = volume;
this.attack = attack;
this.decay = decay;
this.sustain = sustain;
this.release = release;
check();
initializeVelocity();
}
private var sound:Sound;
private var phase:Number = 0;
private var amplify:Number = 0;
private var state:int = 1; // 1: Attack, 2: Decay, 3: Release
private var frequency:Number;
private var length:Number;
private var volume:Number;
private var attack:Number;
private var decay:Number;
private var sustain:Number;
private var release:Number;
private var v1:Number;
private var v2:Number;
private var v3:Number;
private function check():void
{
if (attack + decay + release != UNIT)
{
attack = 0;
decay = 5;
release = 5;
}
if (volume > UNIT)
volume = UNIT;
if (volume < 0)
volume = 0;
if (sustain > UNIT)
sustain = UNIT;
if (sustain < 0)
sustain = 0;
}
private function initializeVelocity():void
{
v1 = volume / (SAMPLING_RATE * length * attack / UNIT);
v2 = (volume - sustain) / (SAMPLING_RATE * length * decay / UNIT);
v3 = sustain / (SAMPLING_RATE * length * release / UNIT);
}
private function updateAmplify():void
{
if (state == 1)
{
amplify += v1;
if (amplify >= volume)
{
amplify = volume;
state = 2;
}
}
else if (state == 2)
{
amplify -= v2;
if (volume < sustain)
{
if (amplify >= sustain)
{
amplify = sustain;
state = 3;
}
}
else
{
if (amplify <= sustain)
{
amplify = sustain;
state = 3;
}
}
}
else if (state == 3)
{
amplify -= v3;
if (amplify <= 0)
{
amplify = 0;
stop();
}
}
}
public function start():void
{
sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, soundSampleDataHandler);
sound.play();
}
public function stop():void
{
sound.removeEventListener(SampleDataEvent.SAMPLE_DATA, soundSampleDataHandler);
dispatchEvent(new Event(Event.COMPLETE));
}
private function soundSampleDataHandler(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
for (var i:int = 0; i < BUFFER_SIZE; ++i)
{
phase += frequency / SAMPLING_RATE;
var phaseAngle:Number = phase * Math.PI * 2;
var sample:Number = Math.sin(phaseAngle) * amplify / UNIT;
sample *= 0.2;
bytes.writeFloat(sample);
bytes.writeFloat(sample);
updateAmplify();
}
event.data.writeBytes(bytes);
}
}
function noteNumber2frequency(value:uint):Number
{
if (value > 127)
value = 127;
return 440 * Math.pow(2, (value - 69) / 12);
}