我的问题是从下面这个问题开始的,但我认为最好开始一个新问题。
help converting this as3 code to pixel bender code
所以我在flash中有一个波形绘图实现,它从mp3中提取pcm数据并以多个缩放级别绘制波形。它可以正常工作,直到你开始处理超过几分钟的轨道,然后它是不可接受的太慢。所以我正在寻求更快的解决方案。
我首先想过尝试使用像素弯曲机,因为我听说计算速度非常快。这是正确的,但正如上面发布的链接所示,缺乏for循环使得该技术成为不合适的候选者。
所以现在我在想什么是最好的大道太多钱包作为另类。
将我的波形计算代码写入c并使用炼金术可以让我获得可感知的速度和性能提升吗?它基本上仍然正好运行?
使用某种服务器端脚本会更好吗?也许将pcm数据作为bytearray传递给php脚本并让脚本返回绘图数据?
您能想到我可以尝试的任何其他技术吗?
修改产品:>>
我尝试在as3中做的是
将mp3音频数据提取到字节数组 确定要以最大缩放级别绘制的虚拟像素数(例如,800像素=以2倍变焦的轨迹10秒)
因此,如果我的样本数= 33315840且虚拟像素的最大数量= 1600(因为我的视口宽度为800像素而需要滚动),那么我的块大小= 33315840/1600 = 20822
因此对于hte bytearray中的每个20822个样本,我找到最大值并将该值用作我的绘图值
编辑2
@backtodos
我想到了你在哪里制作的点,它看起来比这整个最大的业务更明智。
我已经完成了以下代码,我认为这代表了你所谈论的内容。 一个问题是,如果我将分辨率更改为大于800的任何值,我会得到非常高的线和非常短的线,看起来非常奇怪。在800它是一个非常漂亮的波形!
如果我的分辨率超过1600,当我尝试绘制一个说明参数无效的矩形时,我会收到错误。
我觉得我对你缩放战略有点困惑。您说“如果放大,则使用重复的分辨率重绘波形”。 我真的不明白你的意思吗?我知道我一次只会画800像素。假设我做了2倍变焦,这是否意味着我将样本源的读取量增加一倍并且有1600个绘图点但是根据滚动位置一次只能绘制800个绘图点?
private function calculatePlottingData():void
{
this._container=new UIComponent()
drawon=new MovieClip()
_container.addChild(drawon)
addChild(_container)
var spriteSize:Number;
spriteSize=800; // my resolution
//ba is a bytearray filled with my extracted audio data
//blocksize helps me determine where in the bytearray
//to read a sample value from for plotting
blocksize=Math.floor(ba.length / spriteSize);
var tstart:Number=getTimer()
var l:Number
var r:Number
var la:Number
var ra:Number
var readpoint:int=0;
var val:Number;
for (var i:int=0; i < spriteSize; i++)
{
readpoint=i * blocksize
ba.position=readpoint;
//read teh left and right sample
la=ba.readFloat();
ra=ba.readFloat();
val=(la + ra) / 2;
plottingvalues[i]=val
drawon.graphics.beginFill(0xff0000)
}
var tend:Number=getTimer() - tstart;
trace("time taken=" + tend / 1000)
draw()
}
private function draw():void
{
var val:Number
for (var i:int=0; i < _viewportwidth; i++)
{
drawon.graphics.beginFill(0xffffff)
val=plottingvalues[i];
drawon.graphics.drawRect(i, 50, 1, val * 50)
}
}
编辑3&gt; 基于获得800个绘图点的改进代码 这段代码看起来足够快,适合我的目的。使用@ backtodos坚持解决方案的建议可以节省大量的处理费用。
package drawing
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
import flash.media.Sound;
import flash.utils.ByteArray;
import flash.utils.getTimer;
import mx.core.Application;
public class WaveformView extends MovieClip
{
private var _sound:Sound
private var _resolution:Number
private var _quality:int=1;
private var _buffersize:int;
private var _ba:ByteArray=new ByteArray()
private var _step:Number
private var _zoomby:int=1;
private var _zoomfactor:int=2;
private var _blocksize:int;
private var _scrollbar:Bitmap
private var _scrollthumb:MovieClip
private var _relativeThumbPosition:Number=0
private var _sliderRange:int
private var _sliderCenterMinLeft:int
private var _sliderCenterMax_Right:int;
public var _slider_rel_pos:Number=0;
private var _sliderCenter:Number=0;
public function WaveformView(snd:Sound, res:Number=800, quality:int=2, buffersize:int=2048)
{
super();
this._sound=snd;
this._resolution=res;
this._quality=quality; // not implemented yet
this._buffersize=buffersize;
initScrollBar();
getPCM()
drawwaveform()
}
private function initScrollBar():void
{
var sbbmd:BitmapData=new BitmapData(_resolution, 20, false, 0xcccccc)
_scrollbar=new Bitmap(sbbmd)
_scrollbar.y=120
addChild(_scrollbar)
sbbmd=new BitmapData(_resolution, 16, false, 0xeeeeee)
_scrollthumb=new MovieClip()
_scrollthumb.graphics.beginFill(0xff0000)
_scrollthumb.graphics.drawRect(0, 0, _resolution, 10)
_scrollthumb.graphics.endFill()
_scrollthumb.y=125
addChild(_scrollthumb)
_scrollthumb.buttonMode=true
_scrollthumb.addEventListener(MouseEvent.MOUSE_DOWN, beginthumbdrag)
}
private function beginthumbdrag(e:MouseEvent):void
{
_scrollthumb.startDrag(false, new Rectangle(_scrollbar.x, _scrollbar.y + 5, _scrollbar.width - (_scrollthumb.width), 0))
_scrollthumb.addEventListener(MouseEvent.MOUSE_MOVE, shuttleMoving, false, 0, true);
_scrollthumb.addEventListener(MouseEvent.MOUSE_UP, endthumbdrag, false, 0, true);
}
private function endthumbdrag(e:MouseEvent):void
{
_scrollthumb.stopDrag();
e.updateAfterEvent();
_scrollthumb.removeEventListener(MouseEvent.MOUSE_MOVE, shuttleMoving);
}
private function shuttleMoving(e:MouseEvent):void
{
calculateShuttleRelativePosition();
drawwaveform()
e.updateAfterEvent()
}
private function calculateShuttleRelativePosition():void
{
var _x:Number=_scrollthumb.x
_sliderCenter=_x + (_scrollthumb.width / 2)
_sliderRange=_scrollbar.width - _scrollthumb.width;
_slider_rel_pos=(_sliderCenter - _sliderCenterMinLeft) / _sliderRange
}
public function getPCM():void
{
var len:int=_sound.length * 44.1
_sound.extract(_ba, len)
this._blocksize=_ba.length / (_resolution * _zoomby)
shaveblocksize()
}
public function zoomin():void
{
if (this._zoomby < 16)
{
this._zoomby*=2
resizeThumb()
drawwaveform()
}
}
public function zoomout():void
{
if (_zoomby >= 2)
{
this._zoomby/=2
resizeThumb()
drawwaveform()
}
}
private function resizeThumb():void
{
_scrollthumb.width=_scrollbar.width / _zoomby
if (_scrollthumb.width == _resolution)
{
_slider_rel_pos=0
}
_sliderCenterMinLeft=_scrollthumb.width / 2;
_sliderCenterMax_Right=_scrollbar.width - (_scrollthumb.width / 2);
_sliderRange=_scrollbar.width - _scrollthumb.width;
_sliderRange=_scrollbar.width - _scrollthumb.width;
_scrollthumb.x=(_slider_rel_pos * _sliderRange)
}
public function drawwaveform():void
{
var starttime:Number=getTimer()
var readposition:int
var l:Number
var r:Number
var p:Number
this._blocksize=_ba.length / (_resolution * _zoomby)
shaveblocksize()
this.graphics.clear()
this.graphics.beginFill(0xc5c5c5, 0.5)
this.graphics.drawRect(0, 50, _resolution, 1)
var max:int=_ba.length - (_blocksize * _resolution)
var pos:int=Formulas.interpolate(_slider_rel_pos, 0, max)
_ba.position=pos
for (var i:int=0; i < _resolution; i++)
{
l=Math.abs(_ba.readFloat());
r=Math.abs(_ba.readFloat());
l*=50
r*=50
p=(l + r)/2
try
{
this.graphics.drawRect(i, 50, 1, p)
this.graphics.drawRect(i, 50, 1, -p)
}
catch (e:Error)
{
}
_ba.position+=_blocksize
}
}
private function shaveblocksize():void
{
do
{
_blocksize--
} while (_blocksize % 4);
}
}
}
解决方案 感谢backtodos的帮助。这可能会带来很多优化,但对于某人来说这是一个很好的起点。
package drawing
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
import flash.media.Sound;
import flash.utils.ByteArray;
import flash.utils.getTimer;
public class WaveformView extends MovieClip
{
private var _sound:Sound
private var _resolution:Number
private var _quality:int=1;
private var _buffersize:int;
private var _ba:ByteArray=new ByteArray()
private var _zoomby:int=1;
private var _zoomXFactor:int=2;
private var _maximumSecondsPerViewPort:int=10;
;
private var _blocksize:int;
private var _scrollbar:Bitmap
private var _scrollthumb:MovieClip
private var _relativeThumbPosition:Number=0
private var _sliderRange:int
private var _sliderCenterMinLeft:int
private var _sliderCenterMax_Right:int;
public var _slider_rel_pos:Number=0;
private var _sliderCenter:Number=0;
private var _resolutions:Array
private var _zoomsInSecondsArray:Array=new Array();
private var _numberOfZoomLevels:int;
public function WaveformView(snd:Sound, res:Number=800, quality:int=2, buffersize:int=2048, height:int=100)
{
super();
this._sound=snd;
this._resolution=res;
this._quality=quality; // not implemented yet
this._buffersize=buffersize;
// addChild(viewportBitmap)
_resolutions=new Array()
initScrollBar();
getPCM()
calculateZoomLevelData()
drawwaveform()
}
public function calculateZoomLevelData():void
{
_zoomsInSecondsArray=[]
var amt:int=Math.round(_sound.length / 1000);
_zoomsInSecondsArray.push(amt);
while (amt >= _maximumSecondsPerViewPort)
{
amt=amt / _zoomXFactor;
if (amt >= _maximumSecondsPerViewPort)
{
_zoomsInSecondsArray.push(amt);
}
}
_numberOfZoomLevels=_zoomsInSecondsArray.length;
var checkSize:int=_resolution;
var r:ResolutionCache
r=new ResolutionCache(checkSize)
_resolutions.push(r)
for (var c:int=1; c < _numberOfZoomLevels + 1; c++)
{
checkSize=checkSize * _zoomXFactor;
r=new ResolutionCache(checkSize)
_resolutions.push(r)
}
_resolutions.pop()
}
private function initScrollBar():void
{
var sbbmd:BitmapData=new BitmapData(_resolution, 20, false, 0xcccccc)
_scrollbar=new Bitmap(sbbmd)
_scrollbar.y=120
addChild(_scrollbar)
sbbmd=new BitmapData(_resolution, 16, false, 0xeeeeee)
_scrollthumb=new MovieClip()
_scrollthumb.graphics.beginFill(0xff0000)
_scrollthumb.graphics.drawRect(0, 0, _resolution, 10)
_scrollthumb.graphics.endFill()
_scrollthumb.y=125
addChild(_scrollthumb)
_scrollthumb.buttonMode=true
_scrollthumb.addEventListener(MouseEvent.MOUSE_DOWN, beginthumbdrag)
}
private function beginthumbdrag(e:MouseEvent):void
{
_scrollthumb.startDrag(false, new Rectangle(_scrollbar.x, _scrollbar.y + 5, _scrollbar.width - (_scrollthumb.width), 0))
_scrollthumb.addEventListener(MouseEvent.MOUSE_MOVE, shuttleMoving, false, 0, true);
_scrollthumb.addEventListener(MouseEvent.MOUSE_UP, endthumbdrag, false, 0, true);
}
private function endthumbdrag(e:MouseEvent):void
{
_scrollthumb.stopDrag();
e.updateAfterEvent();
_scrollthumb.removeEventListener(MouseEvent.MOUSE_MOVE, shuttleMoving);
}
private function shuttleMoving(e:MouseEvent):void
{
calculateShuttleRelativePosition();
drawwaveform()
//e.updateAfterEvent()
}
private function calculateShuttleRelativePosition():void
{
var _x:Number=_scrollthumb.x
_sliderCenter=_x + (_scrollthumb.width / 2)
_sliderRange=_scrollbar.width - _scrollthumb.width;
_slider_rel_pos=(_sliderCenter - _sliderCenterMinLeft) / _sliderRange
}
public function getPCM():void
{
var len:int=_sound.length * 44.1
_sound.extract(_ba, len)
this._blocksize=_ba.length / (_resolution * _zoomby)
shaveblocksize()
}
public function zoomin():void
{
if (this._zoomby < 16)
{
this._zoomby*=2
resizeThumb()
drawwaveform()
}
}
public function zoomout():void
{
if (_zoomby >= 2)
{
this._zoomby/=2
resizeThumb()
drawwaveform()
}
}
private function resizeThumb():void
{
_scrollthumb.width=_scrollbar.width / _zoomby
if (_scrollthumb.width == _resolution)
{
_slider_rel_pos=0
}
_sliderCenterMinLeft=_scrollthumb.width / 2;
_sliderCenterMax_Right=_scrollbar.width - (_scrollthumb.width / 2);
_sliderRange=_scrollbar.width - _scrollthumb.width;
_sliderRange=_scrollbar.width - _scrollthumb.width;
_scrollthumb.x=(_slider_rel_pos * _sliderRange)
}
private function getResolutionCache(vww:int):ResolutionCache
{
var r:ResolutionCache
for (var i:int=0; i < _resolutions.length; ++i)
{
if (_resolutions[i].name == vww)
{
r=_resolutions[i];
break;
}
}
return r;
}
public function drawwaveform():void
{
var starttime:Number=getTimer()
var readposition:int
var viewPortWidth:int=_resolution;
var virtualWindowWidth:int=_resolution * _zoomby;
var l:Number
var r:Number
var p:Number
var rc:ResolutionCache=getResolutionCache(virtualWindowWidth)
this._blocksize=_ba.length / virtualWindowWidth
shaveblocksize()
this.graphics.clear()
this.graphics.beginFill(0xc5c5c5, 0.5)
this.graphics.drawRect(0, 50, _resolution, 1)
var pixel:int=(_slider_rel_pos * (virtualWindowWidth - viewPortWidth - 1));
var readpoint:int=pixel * _blocksize;
var rect:Rectangle
_ba.position=readpoint;
this.graphics.clear()
this.graphics.beginFill(0xffffff)
for (var i:int=0; i < _resolution; i++)
{
if (rc.points[pixel] == -1)
{
_ba.position=pixel * _blocksize
l=_ba.readFloat() * 100;
r=_ba.readFloat() * 100;
p=(l + r) / 2
rc.addPoint(pixel, i, height / 2, p)
rect=rc.points[pixel]
//this.graphics.drawRect(rect.x,rect.y,rect.width,rect.height)
this.graphics.drawRect(i, 50, 1, p)
this.graphics.drawRect(i, 50, 1, -p)
}
else
{
//viewportBitmapdata.fillRect(rc.points[pixel], 0xffffff)
rect=rc.points[pixel]
this.graphics.drawRect(i, 50, 1, rect.height)
this.graphics.drawRect(i, 50, 1, -rect.height)
//this.graphics.drawRect(i,height/2,rect.width,rect.height)
}
pixel++
}
}
private function shaveblocksize():void
{
do
{
_blocksize--
} while (_blocksize % 4);
}
}
}
答案 0 :(得分:1)
为什么你试图在某些块上找到最大值?
此外,这段代码应该做什么:
if (_pcmData.bytesAvailable)
{
var la:Number=_pcmData.readFloat();
var ra:Number=_pcmData.readFloat();
var l:Number=la > 0.0 ? la : -la;
var r:Number=ra > 0.0 ? ra : -ra;
++_divCount;
var ml:Number=0;
var mr:Number=0;
var a_ml:Number=ml > 0.0 ? ml : -ml;
var a_mr:Number=mr > 0.0 ? mr : -mr;
ml=a_ml > (l) ? ml : l;
mr=a_mr > (r) ? mr : r;
}
ml和mr总是0,那么检查它的重点是什么?什么是divCount?
如果是绘制波形,我会以一定的分辨率绘制它。如果我想在500像素宽的区域上绘制波形,基本上500个样本将完成这项工作。如果你想让它平均一点,那么每个像素的手满是样品就足够了。 因此,从像素表示的时间范围中,您可以选择4个样本(等距或随机)并计算平均值。如果方差超过某个阈值,您可以尝试通过获取更多样本来获得更可靠的值。通常,波形是连续且平滑的。绘制图形的时间应与图形的大小成线性比例,而不是与所涉及的样本数量成比例。
格尔茨
back2dos