克服闪存波形性能问题的建议

时间:2010-07-13 09:30:29

标签: flash performance alchemy

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);
        }

    }
}

1 个答案:

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