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ff: Adaptive normalization test

For values in 0..+∞ range
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by makc3d 10 Apr 2011
  • Forked from makc3d's Adaptive normalization test
  • Diff: 12
  • Related works: 22
  • Talk

    wonderwhyer at 11 Apr 2011 17:11
    Hmm, what are you trying to do here? Find min/max range or something to get better audio visualizations or something?
    makc3d at 11 Apr 2011 18:40
    конкретно єта хрень впихивает значения из 0..+∞ в 0..1 так, что среднее будет близко к ½. спектр просто под руку попался, применения шире.

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/**
 * Copyright makc3d ( http://wonderfl.net/user/makc3d )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/xriT
 */

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.media.SoundChannel;
	import flash.media.SoundMixer;
	import flash.utils.ByteArray;

	/**
	 * Adatptive normalization test.
	 */
	[SWF(backgroundColor=0)]
	public class NormalizerTest extends Sprite {
		public var mp3:ClientMP3Loader;
		public var bmp:BitmapData;
		public var song:SoundChannel;
		public function NormalizerTest () {
			mp3 = new ClientMP3Loader;
			mp3.addEventListener (Event.COMPLETE, loaded);

			bmp = new BitmapData (400, 100, true, 0);
			with (addChild (new Bitmap (bmp))) {
				x = 30; y = 260;
			}

			stage.addEventListener (MouseEvent.CLICK, click);
			stage.addEventListener (Event.ENTER_FRAME, loop);
		}
		public function click (e:MouseEvent):void {
			mp3.load ();
		}
		public function loaded (e:Event):void {
			if (song) song.stop ();
			song = mp3.sound.play (0, int.MAX_VALUE);
		}
		public var ba:ByteArray = new ByteArray, a:Array = [], b:Array = [];
		public function loop (e:Event):void {
			SoundMixer.computeSpectrum (ba, true);
			for (var i:int = 0; i < 100; i++) {
				a [i] = 0.5 * (ba.readFloat () + ba.readFloat ());
				if (i >= b.length) b [i] = new Normalizer;
			}

			graphics.clear ();

			// as is
			graphics.beginFill (0xFF0000);
			for (i = 0; i < 100; i++) {
				graphics.drawRect (30 + i * 4, 120, 4, -100 * a [i]);
			}
			graphics.endFill ();

			// normalized
			graphics.beginFill (0xFF00);
			for (i = 0; i < 100; i++) {
				graphics.drawRect (30 + i * 4, 240, 4, -100 * Normalizer (b [i]).f (a [i]));
			}

			// + avg values
			for (i = 0; i < 100; i++) {
				graphics.drawRect (30 + i * 4, 120 -100 * Normalizer (b [i]).average (), 4, 1);
			}
			graphics.endFill ();

			// graph
			var va:Number = a [4];
			var vb:Number = Normalizer (b [4]).lastValue ();
			bmp.scroll ( -1, 0);
			bmp.setPixel32 (399, 0, 0xFFFFFFFF - bmp.getPixel32 (398, 0));
			for (i = 1; i < 99; i++) {
				var c:uint = 0xFF000000;
				if (i > 100 * (1 - va)) c += 0xFF0000;
				if (i > 100 * (1 - vb)) c += 0x00FF00;
				bmp.setPixel32 (399, i, c);
			}
			bmp.setPixel32 (399, 99, 0xFFFFFFFF);
		}
	}
}

/**
 * 2nd draft of Normalizer class.
 */
class Normalizer {
	/** Damping. */
	public var d:Number = 0.9;
	/** Maximum minimum. */
	public var e:Number = 0.1;

	private var avg:Number = 0.5;
	private var val:Number = 0;

	public function average ():Number { return avg; }
	public function lastValue ():Number { return val; }

	public function f (x:Number):Number {
		avg = d * avg + (1 - d) * x;

		// f(x)=1-exp(ax); f(avg)=0.5; a=?
		var a:Number = - Math.LN2 / Math.max (avg, e);

		val = 1 - Math.exp (a * x);
		return val;
	}
}

	import com.codeazur.as3swf.SWF;
	import com.codeazur.as3swf.SWFData;
	import com.codeazur.as3swf.data.SWFScene;
	import com.codeazur.as3swf.data.SWFSymbol;
	import com.codeazur.as3swf.data.consts.SoundCompression;
	import com.codeazur.as3swf.data.consts.SoundRate;
	import com.codeazur.as3swf.data.consts.SoundSize;
	import com.codeazur.as3swf.data.consts.SoundType;
	import com.codeazur.as3swf.tags.TagDefineSceneAndFrameLabelData;
	import com.codeazur.as3swf.tags.TagDefineSound;
	import com.codeazur.as3swf.tags.TagDoABC;
	import com.codeazur.as3swf.tags.TagEnd;
	import com.codeazur.as3swf.tags.TagFileAttributes;
	import com.codeazur.as3swf.tags.TagSetBackgroundColor;
	import com.codeazur.as3swf.tags.TagShowFrame;
	import com.codeazur.as3swf.tags.TagSymbolClass;
	import flash.display.Loader;
	import flash.display.LoaderInfo;
	import flash.events.Event;
	import flash.events.EventDispatcher;
	import flash.media.Sound;
	import flash.net.FileFilter;
	import flash.net.FileReference;
	import flash.utils.ByteArray;
	/**
	 * This loads MP3 from HDD.
	 * 
	 * @see http://wiki.github.com/claus/as3swf/play-mp3-directly-from-bytearray
	 * @see http://github.com/claus/as3swf/raw/master/bin/as3swf.swc
	 */
	class ClientMP3Loader extends EventDispatcher {

		/**
		 * Use this object after Event.COMPLETE.
		 */
		public var sound:Sound;

		/**
		 * Call this to load MP3 from HDD.
		 */
		public function load ():void {
			file = new FileReference;
			file.addEventListener (Event.CANCEL, onUserCancelled);
			file.addEventListener (Event.SELECT, onFileSelected);
			file.addEventListener (Event.COMPLETE, onFileLoaded);
			file.browse ([ new FileFilter ("MP3 files", "*.mp3") ]);
		}

		private var file:FileReference;
		private function onUserCancelled (e:Event):void { dispatchEvent (new Event (Event.CANCEL)); }
		private function onFileSelected (e:Event):void { file.load (); }
		private function onFileLoaded (e:Event):void {
			// Wrap the MP3 with a SWF
			var swf:ByteArray = createSWFFromMP3 (file.data);
			// Load the SWF with Loader::loadBytes()
			var loader:Loader = new Loader();
			loader.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
			loader.loadBytes(swf);
		}

		private function initHandler(e:Event):void {
			// Get the sound class definition
			var SoundClass:Class = LoaderInfo(e.currentTarget).applicationDomain.getDefinition("MP3Wrapper_soundClass") as Class;
			// Instantiate the sound class
			sound = new SoundClass() as Sound;
			// Report Event.COMPLETE
			dispatchEvent (new Event (Event.COMPLETE));
		}

		private function createSWFFromMP3(mp3:ByteArray):ByteArray
		{
			// Create an empty SWF
			// Defaults to v10, 550x400px, 50fps, one frame (works fine for us)
			var swf:SWF = new SWF();
			
			// Add FileAttributes tag
			// Defaults: as3 true, all other flags false (works fine for us)
			swf.tags.push(new TagFileAttributes());

			// Add SetBackgroundColor tag
			// Default: white background (works fine for us)
			swf.tags.push(new TagSetBackgroundColor());
			
			// Add DefineSceneAndFrameLabelData tag 
			// (with the only entry being "Scene 1" at offset 0)
			var defineSceneAndFrameLabelData:TagDefineSceneAndFrameLabelData = new TagDefineSceneAndFrameLabelData();
			defineSceneAndFrameLabelData.scenes.push(new SWFScene(0, "Scene 1"));
			swf.tags.push(defineSceneAndFrameLabelData);

			// Add DefineSound tag
			// The ID is 1, all other parameters are automatically
			// determined from the mp3 itself.
			swf.tags.push(TagDefineSound.createWithMP3(1, mp3));
			
			// Add DoABC tag
			// Contains the AS3 byte code for the document class and the 
			// class definition for the embedded sound
			swf.tags.push(TagDoABC.create(abc));
			
			// Add SymbolClass tag
			// Specifies the document class and binds the sound class
			// definition to the embedded sound
			var symbolClass:TagSymbolClass = new TagSymbolClass();
			symbolClass.symbols.push(SWFSymbol.create(1, "MP3Wrapper_soundClass"));
			symbolClass.symbols.push(SWFSymbol.create(0, "MP3Wrapper"));
			swf.tags.push(symbolClass);
			
			// Add ShowFrame tag
			swf.tags.push(new TagShowFrame());

			// Add End tag
			swf.tags.push(new TagEnd());
			
			// Publish the SWF
			var swfData:SWFData = new SWFData();
			swf.publish(swfData);
			
			return swfData;
		}
		
		private static var abcData:Array = [
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		];

		private static function abcDataToByteArray():ByteArray {
			var ba:ByteArray = new ByteArray();
			for (var i:uint = 0; i < abcData.length; i++) {
				ba.writeByte(abcData[i]);
			}
			return ba;
		}
		
		private static var abc:ByteArray = abcDataToByteArray();
	}