Star Sound
各色の星の画像をクリックすると
それぞれ違う音が再生されます。
/**
* Copyright myg019 ( http://wonderfl.net/user/myg019 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/yuQ00
*/
// forked from myg019's 最終課題 音楽再生
// forked from myg019's forked from: 複数画像ファイルの表示
// forked from shmdmoto's 複数画像ファイルの表示
package
{
import flash.events.KeyboardEvent;
import flash.ui.Mouse;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.display.Loader;
import flash.net.URLRequest;
import frocessing.display.F5MovieClip2D;
import flash.events.MouseEvent;
/**
* 画像ファイルの表示
* @author shmdmoto
*/
public class miniGame1 extends F5MovieClip2D
{
public var imgLoaders:Array;
public var posX:Number; // クリックした場所のx座標
public var posY:Number; // クリックした場所のY座標
public var snd:Sound;
public var snd2:Sound;
public var snd3:Sound;
public var snd4:Sound;
public var snd5:Sound;
public var snds:Array;
public var channel:SoundChannel;
public var isPlay:Boolean;
public function miniGame1() {
Wonderfl.disable_capture();
super(false);
}
public function setup() : void
{
snds = new Array(6);
for( var i:int=0 ; i < 6 ; i++) {
snds[i] = new Sound();
snds[i].load( new URLRequest("http://www.motoike.net/wonderfl/"+i+"g.mp3") );
}
isPlay = false;
// 再生チャンネル
channel = new SoundChannel();
stage.addEventListener(MouseEvent.CLICK, onClick);
imgLoaders = new Array(6);
for( i = 0 ; i < 6 ; i++) {
imgLoaders[i] = new Loader();
imgLoaders[i].load( new URLRequest("http://www.motoike.net/wonderfl/myg019"+i+".jpg") );
addChild(imgLoaders[i]);
imgLoaders[i].x = 128 * (i % 3);
imgLoaders[i].y = 128 * (i / 3);
}
posX = 0;
posY = 0;
stage.addEventListener(MouseEvent.CLICK, onClick);
}
public function draw() : void
{
}
public function onClick(event:MouseEvent):void
{
// channel.stop();
// channel = snds[0].play();
for( var i:int = 0 ; i < 6 ; i++) {
if( imgLoaders[i].hitTestPoint(event.stageX, event.stageY, true) ) {
channel.stop();
channel = snds[i].play();
isPlay = true;
}
}
/* posX = event.stageX;
posY = event.stageY;
if(posX>128*(1%3)&& posX<128*(1%3)+124 && posY>128*(1/3) && posY<128*(1/3)+96){
}
if(posX>128*(2%3)&& posX<128*(2%3)+124 && posY>128*(2/3) && posY<128*(2/3)+96){
channel2 = snd2.play(); //再生に使用するチャンネルを記録し、再生中のフラグを立てる
//isPlay = true;
//}
}
if(posX>128*(3%3)&& posX<128*(3%3)+124 && posY>128*(3/3) && posY<128*(3/3)+96){
}
if(posX>128*(4%3)&& posX<128*(4%3)+124 && posY>128*(4/3) && posY<128*(4/3)+96){
}
if(posX>128*(5%3)&& posX<128*(5%3)+124 && posY>128*(5/3) && posY<128*(5/3)+96){
}
*/
}
}
}
// 以下は,動きを記述するためのクラスですので,編集しないでください.
import flash.utils.getTimer;
import frocessing.math.PerlinNoise;
/**
* Interpolate:指定した時間で,開始値から終値までの過渡的を
* 記述するクラス
*/
class Interpolate
{
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var duration :Number;
private var begin :Number;
private var end :Number;
private var pow :Number;
private var tOffset :Number;
private var tElapsed :Number;
private var prevVal :Number;
private var tRestart :Number;
public var status :int = NOINIT;
public function Interpolate( t:Number, s:Number, f:Number,
p:Number = 1) {
begin = prevVal = s;
end = f;
duration = t;
pow = p;
tOffset = 0;
tElapsed = 0;
}
public function val() :Number {
var t :Number;
if( status == NOINIT){
tOffset = getTimer()/1000;
prevVal = begin;
status = RUNNING;
} else if( status == RUNNING ) {
t = getTimer()/1000;
tElapsed = t -tOffset;
if( tElapsed < duration ) {
prevVal = begin + ( end - begin )*Math.pow(tElapsed/duration,pow);
} else {
prevVal = end;
status = STOPPED;
}
} else if( status == WAITING){
t = getTimer()/1000;
if( t >= tRestart) {
status = RUNNING;
tOffset = t - tElapsed;
}
}
return prevVal;
}
public function pause() :void
{
status = STOPPED;
}
public function cont() :void
{
status = RUNNING;
tOffset = getTimer()/1000-tElapsed;
}
public function start() :void
{
status = RUNNING;
tOffset = getTimer()/1000;
}
public function wait( waitTime :Number ) :void
{
status = WAITING;
tRestart = getTimer() + waitTime;
}
public function isRunning() :Boolean
{
if( status == RUNNING ) {
return true;
} else {
return false;
}
}
public function isStopped() :Boolean
{
if( status == STOPPED ) {
return true;
} else {
return false;
}
}
public function isEnd() :Boolean
{
if( prevVal >= end) {
return true;
} else {
return false;
}
}
}
/**
* LFO:指定した時間での周期的変動を記述するクラス
*/
class LFO {
public static const SIN :int = 1;
public static const COS :int = 2;
public static const SAW :int = 3;
public static const TRI :int = 4;
public static const SQR :int = 5;
public static const ABSSIN :int = 6;
public static const NOISE :int = 7;
private static const NOINIT :int = 1;
private static const RUNNING :int = 2;
private static const WAITING :int = 3;
private static const STOPPED :int = 4;
private var period :Number;
private var amplitude :Number;
private var phase :Number;
private var offset :Number;
private var type :int = SIN;
private var isStart :Boolean;
private var t_offset :Number;
private var status :int = NOINIT;
public function LFO( prd :Number, amp :Number,
of :Number = 0, ph :Number = 0)
{
period = prd;
amplitude = amp;
offset = of;
phase = ph;
}
public function setPeak( min :Number, max :Number) :void
{
offset = (min + max) / 2;
if( min < max ) {
amplitude = (max - min) / 2;
} else {
amplitude = (min - max) / 2;
}
}
public function setType( t :int ) :void
{
type = t;
}
public function val( mul :Number=1.0 ) :Number {
if(status == NOINIT) {
status = RUNNING;
t_offset = getTimer() / 1000.0;
return val();
} else if(status == RUNNING ) {
var t :Number = getTimer() / 1000.0 - t_offset;
var temp :Number;
switch(type) {
case SIN :
return offset + mul * amplitude *
Math.sin(2.0 * Math.PI *( t/period + phase) );
case COS :
return offset + mul * amplitude *
Math.cos(2.0 * Math.PI *( t/period + phase) );
case SAW :
temp = t / period + 0.5 + phase -
Math.floor( t / period + 0.5 + phase ) - 0.5;
return offset + 2.0 * mul * amplitude * temp;
case TRI :
temp = t / period + phase -
Math.floor (t / period + phase );
if( 0.0 <= temp && temp < 0.25 ) {
return offset + mul * amplitude * 4.0 * temp;
} else if( temp < 0.75 ) {
return offset + mul * amplitude * ( 2.0 - 4.0 * temp);
} else {
return offset + mul * amplitude * ( -4.0 + 4.0 * temp);
}
case SQR :
temp = t/period + phase -
Math.floor( t / period + phase);
if( temp < 0.5 ){
return offset + mul * amplitude;
} else {
return offset - mul * amplitude;
}
case ABSSIN :
return offset +
Math.abs(mul * amplitude * Math.sin(2.0*Math.PI *( t/period + phase)));
case NOISE :
var p :PerlinNoise = new PerlinNoise();
return offset -mul * amplitude + 2.0 * mul * amplitude * p.noise(t/period+phase,1);
default :
return 0.0;
}
} else {
return 0.0;
}
}
}