我正在使用SampleDataEvent使用AS3发出正弦波声音。我可以很容易地制作一个纯正的正弦波,但如果我试图扫过频率,我会变得非常糟糕。这是我正在使用的代码 - 任何帮助都会很棒。
package
{
import flash.display.*;
import flash.events.*;
import flash.media.*;
import flash.utils.Timer;
public class DynamicSound extends Sprite
{
private var sound:Sound;
private var noise:Number = 0;
private var f:Number = 1000;
private var v:Number = 1;
private var sweepDown:Boolean = true;
// make the sound
public function DynamicSound():void
{
sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, onCallback);
sound.play();
sweep();
}
// create the sinewave
private function onCallback(e:SampleDataEvent):void
{
for (var i:int = 0; i < 8192; i++)
{
noise += 1;
var sampleNumber = noise;
e.data.writeFloat(v * Math.sin(sampleNumber * f / 44100));
e.data.writeFloat(v * Math.sin(sampleNumber * f / 44100));
}
}
// sweep up and down frequency
private function sweep() {
var timer:Timer = new Timer(100);
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
function onTimer(event:TimerEvent):void
{
if(sweepDown){
f--;
} else {
f++;
}
if (f <=600 ){
sweepDown = false;
}
if (f >= 1000) {
sweepDown = true;
}
trace(f);
}
}
}
}
答案 0 :(得分:2)
我认为故障是这种方法,扫描需要是渐进的,当你步进它就像你创造一个声波的突然变化,这被解释为一个短的高频信号 - 一个流行或点击。我建议你做这种调制的方式是在回调循环中。
设置目标频率(dF
)和当前频率(cF
),而不是在循环内进行突变更改集cF = cF*0.8 + dF*0.2
,这应该消除突然变化和让它发生在几个样本上。
答案 1 :(得分:0)
//When the frequency changes, the phase will also change.
//By adjusting the phase, there will no longer be horrible popping.
//This will solve the problem:
var f_old:Number = f;
noise=noise*f_old/f; f_old=f;
//Copy/paste in the first frame of the main timeline:
import flash.display.*;
import flash.events.*;
import flash.media.*;
import flash.utils.Timer;
var sound:Sound;
var noise:Number = 0;
var f:Number = 1000;
var v:Number = 1;
var sweepDown:Boolean = true;
var f_old:Number = f;
// make the sound
sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, onCallback);
sound.play();
sweep();
// create the sinewave
function onCallback(e:SampleDataEvent):void
{
for (var i:int = 0; i < 8192; i++)
{
noise += 1;
var sampleNumber = noise;
e.data.writeFloat(v * Math.sin(sampleNumber * f / 44100));
e.data.writeFloat(v * Math.sin(sampleNumber * f / 44100));
}
}
// sweep up and down frequency
function sweep() {
var timer:Timer = new Timer(100);
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
function onTimer(event:TimerEvent):void
{
if(sweepDown){
f--;
} else {
f++;
}
if (f <=600 ){
sweepDown = false;
}
if (f >= 1000) {
sweepDown = true;
}
trace(f);
//Keep the instantaneous value at the same level:
noise=noise*f_old/f;
f_old=f;
}
}
//Explanation:
//The instantaneous value of the wave must not change at the moment of frequency change.
//In this script the instantaneous value is determined by:
//v * Math.sin(sampleNumber * f / 44100)
//noise = sampleNumber → v * Math.sin(sampleNumber * f / 44100) = v * Math.sin(noise * f / 44100)
//Keep the instantaneous value at the same level:
//v * Math.sin(noise_new * f / 44100) = v * Math.sin(noise* f_old / 44100)
//Cancel out v*Math.sin and /44100 →
//noise_new * f = noise* f_old → noise_new = noise*f_old/f
//Because noise gets a new value, there is no need to give noise the name noise_new. →
//noise = noise*f_old/f