Introducing FlaTra (stands for FlashTracker) an attempt to create an ImpulseTracker like way to render Music on the fly, basically, it should reduce the final file size for very large games (would probs work best with Retro styled ones) that contain lots of levels, as the music is made from one library of a set size and is made when and where it's needed in the level, it can also loop automatically and be set at a speed of your choice.
The Tester: Clicky
The File: Clicky Here or Here!
(fla is in CS3 format, DL a demo if you can or see below)
in the Strong Possibility that you don't have CS3 and don't want to get it (Demo, Full L/O)
Then you need to import some sound clips into your fla library, and give them the AS identifier as a number (1,2,3,4,...), the Numbers correspond to letters like so:
A (pause/silence)
B 1
C 2
etc...
You'll also need to have this code on the time line:
FlaTra Tracker= new FlaTra();
String song = "2BABABABCBCBC";//i.e. The sequence of clips
Tracker.playTrack(song);
There's probably plenty of bugs in the code still, but this is an early release and free to modify, just give credit for the original and add yourself to the the credits list in the .as file.
Introducing FlaTra (stands for FlashTracker) an attempt to create an ImpulseTracker like way to render Music on the fly, basically, it should reduce the final file size for very large games (would probs work best with Retro styled ones) that contain lots of levels, as the music is made from one library of a set size and is made when and where it's needed in the level, it can also loop automatically and be set at a speed of your choice.
The Tester: [URL=http://img265.imageshack.us/my.php?image=testtx7.swf]Clicky[/URL]
The File: [URL=http://facebook.mediafire.com/apps/facebook/download.php?bzgh95zpght]Clicky Here [/URL][URL=http://apps.facebook.com/files/shared/vicst50rhi]or Here![/URL]
(fla is in CS3 format, DL a demo if you can or see below)
in the Strong Possibility that you don't have CS3 and don't want to get it (Demo, Full L/O)
Then you need to import some sound clips into your fla library, and give them the AS identifier as a number (1,2,3,4,...), the Numbers correspond to letters like so:
A (pause/silence)
B 1
C 2
etc...
You'll also need to have this code on the time line:
[i]FlaTra Tracker= new FlaTra();
String song = "2BABABABCBCBC";//i.e. The sequence of clips
Tracker.playTrack(song);[/i]
There's probably plenty of bugs in the code still, but this is an early release and free to modify, just give credit for the original and add yourself to the the credits list in the .as file.
Because I received a notification that FlaTra was recently downloaded, I'd just like to point out on the pages where I've put links to it, that this is outdated and pretty useless now that AS3 is available. I'll be making a better version of FlaTra at some point (one that actually works as described without being completely rubbish). Don't bother downloading this.
Thanks,
-NJB
Because I received a notification that FlaTra was recently downloaded, I'd just like to point out on the pages where I've put links to it, that this is outdated and pretty useless now that AS3 is available. I'll be making a better version of FlaTra at some point (one that actually works as described without being completely rubbish). Don't bother downloading this.
Thanks,
-NJB
I've picked up on this old project using AS3's snazzy new sound features I'm trying to work it into a functional tracker-like system that can be added with little or no effort to games engines and would allow the user to specify a preset to emulate Game-boy, Megadrive, NES etc or to specify channels for their own "custom chip".
I've got as far as generating pretty decent white noise and triangle waves by modifying example code, but a quick look into modulation and I'm seeing the limits of my current programming ability.
Is there anyone here, with a little experience in either AS3 or programming sound modulation that would be interesting in collaborating on this thing? I plan on releasing it as an open-source tool if it's ever completed.
Thanks,
-Nick Boyd
Edit: Come up with a pretty good approximation for a square wave,
y=sinπx+(0.65sin3πx)/3)+((0.35sin5πx)/5)+((0.08sin7πx)/7)
having trouble implementing it in flash though, I'm just getting silence with this one at the moment. There's the trouble with using the Mac's Grapher app for designing waves.
I've picked up on this old project using AS3's snazzy new sound features I'm trying to work it into a functional tracker-like system that can be added with little or no effort to games engines and would allow the user to specify a preset to emulate Game-boy, Megadrive, NES etc or to specify channels for their own "custom chip".
I've got as far as generating pretty decent white noise and triangle waves by modifying example code, but a quick look into modulation and I'm seeing the limits of my current programming ability.
Is there anyone here, with a little experience in either AS3 or programming sound modulation that would be interesting in collaborating on this thing? I plan on releasing it as an open-source tool if it's ever completed.
Thanks,
-Nick Boyd
Edit: Come up with a pretty good approximation for a square wave,
y=sinπx+(0.65sin3πx)/3)+((0.35sin5πx)/5)+((0.08sin7πx)/7)
having trouble implementing it in flash though, I'm just getting silence with this one at the moment. There's the trouble with using the Mac's Grapher app for designing waves.