在浏览了声音类的文档后,似乎无法使用 Actionscript 3.0 控制声音音高。只有控制音量和平移的能力。为什么没有pitch属性?它是在 Actionscript 中创建功能齐全的声音引擎的唯一声音属性吗?
我希望我被误导了,但如果我没有任何替代/解决方法来控制 AS3 中的音高?
在浏览了声音类的文档后,似乎无法使用 Actionscript 3.0 控制声音音高。只有控制音量和平移的能力。为什么没有pitch属性?它是在 Actionscript 中创建功能齐全的声音引擎的唯一声音属性吗?
我希望我被误导了,但如果我没有任何替代/解决方法来控制 AS3 中的音高?
Andre Michelle有一篇关于 Pitch control with actionscript 3.0的精彩文章
作为参考,这里是 Andre 的示例代码:
package components
{
import flash.events.Event;
import flash.events.SampleDataEvent;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.utils.ByteArray;
/**
* @author Andre Michelle (andre.michelle@gmail.com)
*/
public class MP3Pitch
{
private const BLOCK_SIZE: int = 3072;
private var _mp3: Sound;
private var _sound: Sound;
private var _target: ByteArray;
private var _position: Number;
private var _rate: Number;
public function MP3Pitch( url: String )
{
_target = new ByteArray();
_mp3 = new Sound();
_mp3.addEventListener( Event.COMPLETE, complete );
_mp3.load( new URLRequest( url ) );
_position = 0.0;
_rate = 1.0;
_sound = new Sound();
_sound.addEventListener( SampleDataEvent.SAMPLE_DATA, sampleData );
}
public function get rate(): Number
{
return _rate;
}
public function set rate( value: Number ): void
{
if( value < 0.0 )
value = 0;
_rate = value;
}
private function complete( event: Event ): void
{
_sound.play();
}
private function sampleData( event: SampleDataEvent ): void
{
//-- REUSE INSTEAD OF RECREATION
_target.position = 0;
//-- SHORTCUT
var data: ByteArray = event.data;
var scaledBlockSize: Number = BLOCK_SIZE * _rate;
var positionInt: int = _position;
var alpha: Number = _position - positionInt;
var positionTargetNum: Number = alpha;
var positionTargetInt: int = -1;
//-- COMPUTE NUMBER OF SAMPLES NEED TO PROCESS BLOCK (+2 FOR INTERPOLATION)
var need: int = Math.ceil( scaledBlockSize ) + 2;
//-- EXTRACT SAMPLES
var read: int = _mp3.extract( _target, need, positionInt );
var n: int = read == need ? BLOCK_SIZE : read / _rate;
var l0: Number;
var r0: Number;
var l1: Number;
var r1: Number;
for( var i: int = 0 ; i < n ; ++i )
{
//-- AVOID READING EQUAL SAMPLES, IF RATE < 1.0
if( int( positionTargetNum ) != positionTargetInt )
{
positionTargetInt = positionTargetNum;
//-- SET TARGET READ POSITION
_target.position = positionTargetInt << 3;
//-- READ TWO STEREO SAMPLES FOR LINEAR INTERPOLATION
l0 = _target.readFloat();
r0 = _target.readFloat();
l1 = _target.readFloat();
r1 = _target.readFloat();
}
//-- WRITE INTERPOLATED AMPLITUDES INTO STREAM
data.writeFloat( l0 + alpha * ( l1 - l0 ) );
data.writeFloat( r0 + alpha * ( r1 - r0 ) );
//-- INCREASE TARGET POSITION
positionTargetNum += _rate;
//-- INCREASE FRACTION AND CLAMP BETWEEN 0 AND 1
alpha += _rate;
while( alpha >= 1.0 ) --alpha;
}
//-- FILL REST OF STREAM WITH ZEROs
if( i < BLOCK_SIZE )
{
while( i < BLOCK_SIZE )
{
data.writeFloat( 0.0 );
data.writeFloat( 0.0 );
++i;
}
}
//-- INCREASE SOUND POSITION
_position += scaledBlockSize;
}
}
}
基本用法如下:
//create an MP3Pitch instance and load a sound
var mp3:MP3Pitch = new MP3Pitch("/path/to/your/file.mp3");
//change the pitch via rate setter
mp3.rate += 0.5
从声音对象中提取一个字节数组,然后操作字节数据,返回一个新的字节数组。
var sourceSnd:Sound = new Sound();
var outputSnd:Sound = new Sound();
var urlReq:URLRequest = new URLRequest("test.mp3");
sourceSnd.load(urlReq); sourceSnd.addEventListener(Event.COMPLETE, loaded);
function loaded(event:Event):void {
outputSnd.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound);
outputSnd.play(); }
function processSound(event:SampleDataEvent):void {
var bytes:ByteArray = new ByteArray();
sourceSnd.extract(bytes, 4096);
event.data.writeBytes(upOctave(bytes)); }
function upOctave(bytes:ByteArray):ByteArray {
var returnBytes:ByteArray = new ByteArray();
bytes.position = 0;
while(bytes.bytesAvailable > 0)
{
returnBytes.writeFloat(bytes.readFloat());
returnBytes.writeFloat(bytes.readFloat());
if (bytes.bytesAvailable > 0)
{
bytes.position += 8;
}
}
return returnBytes;
}