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878308 Posts in 32915 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 03:05:58 PM
TIGSource ForumsCommunityAnnouncementsas3sfxr-b
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eobet
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« Reply #30 on: February 25, 2011, 04:06:23 PM »

Wow, seeing this and then googling for more info made me learn so much new stuff. Thank you!
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Ben_Hurr
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« Reply #31 on: February 26, 2011, 07:12:23 AM »

Is there perchance a downloadable version?  Smiley
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« Reply #32 on: February 26, 2011, 07:35:12 AM »

Is there perchance a downloadable version?  Smiley
There's a downloadable version linked to on the page (Adobe AIR version - you'll need to get http://get.adobe.com/air/ first ).
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« Reply #33 on: February 26, 2011, 04:39:50 PM »

I'm fiddling around with implementing layer/a mixer now.  I have the mixing part working, more or less, but ... I'm not comfortable using it right now.  It's not a style of working with samples that I've used before.  Any hints or tips or notes about how you folks tend to mix samples together to get sfx?  I want to at least get the hang of it myself before trying a proper implementation of a mixing system.
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JohnH
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« Reply #34 on: February 27, 2011, 12:16:44 PM »

I'm glad someone's finally updated sfxr with some new features!

The playlist gets unwieldly fast.  I'd suggest not adding things to the list automatically, but make the user press a button, else just playing around with the basic random settings will quickly fill it up.

A graphical representation of the volume of the sound, based on the ADSR envelope, might be useful.
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Droqen
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« Reply #35 on: March 01, 2011, 02:50:57 PM »

Is there a thing (like there is for as3sfxr) which I can download and then cache+play sounds from strings in my games?
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« Reply #36 on: March 01, 2011, 03:18:12 PM »

Is there a thing (like there is for as3sfxr) which I can download and then cache+play sounds from strings in my games?
Yeah, it's exactly the same deal as with as3sfxr. I'm working on a not insubstantial update right now, and didn't think to set up separate release/dev branches, so the head of my repo branch is an awful mess.  

Download this release - it should be compatible with the one on the website, and pull out the sfxrparams.as and sfxrsynth.as files, and use 'em as you would as3sfxr's.  

I'm pretty sure it should work just fine.  But, if you do try, let me know if you have any problems.

I am adding a bunch of more stuff right now (extra waveforms/possibly tinkering with filters, mainly gross mixer ui bugs, though), and I can't guarantee backward compatibility.  It may be a week or more before it's out, though.  

If you're fine with the version that's up for whatever you're working on, what I suggested above should do you, and I'll try to help figure out any bugs that you may come across (though I don't anticipate there'll be many).
« Last Edit: March 01, 2011, 03:36:25 PM by increpare » Logged
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« Reply #37 on: March 02, 2011, 10:55:01 AM »

10 Randomize
20 Mutate
30 GOTO 20
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« Reply #38 on: March 02, 2011, 06:48:55 PM »

Have spent the last couple of days solid trying to fix UI bugs in the version I'm working on.  Tired, but over the worst of them I believe.

added a bitcrush filter today, which is sorta fun, and a compression filter, which is extremely useful.

Don't know how long the next release is off, hopefully not too long :/
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Droqen
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« Reply #39 on: March 02, 2011, 09:16:21 PM »

I really want to make a whole ton of sound effects tonight but the new update might be awesome

I'm not even sure what bitcrush is but oh my god

What should I do

this is the truest dilemma i have faced within the past twenty-four hours maybe
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« Reply #40 on: March 03, 2011, 10:43:38 AM »

I'd say go with the current version.  It'll still have plenty of new stuff that you haven't played with before.  Also, I want to get the new version Right, which might take a while (it's slowly approaching stability, but I want it to be good, so it might take a while longer to get an official release out).
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Shackhal
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« Reply #41 on: March 03, 2011, 12:07:55 PM »

It have more options than the original one. Really nice program!! I like it!!
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« Reply #42 on: March 04, 2011, 07:27:42 AM »

Do you have any experience with VST programming? Would love to see this ported to a plugin so you could manipulate/generate sounds on the fly with a DAW. But I might be asking too much - I understand it's primarily for SFX rather than music production, and as it is, it does what it promises.
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Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
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« Reply #43 on: March 04, 2011, 05:09:45 PM »

Do you have any experience with VST programming? Would love to see this ported to a plugin so you could manipulate/generate sounds on the fly with a DAW. But I might be asking too much - I understand it's primarily for SFX rather than music production, and as it is, it does what it promises.
I do have experience with VST programming, actually Tongue  However, I don't have access to a windows machine right now (nor do I have the time/inclination to move it in that direction).  From what I recall of the time I spent playing with them in my youth, it's not at all that hard to get a basic VST instrument set up - and all the SFXR synthesis code is written in a pretty portable manner.  However, the AS3 code wouldn't be the place to start, it would be the C++ sfxr code.
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« Reply #44 on: March 10, 2011, 07:48:00 AM »

I really want to make a whole ton of sound effects tonight but the new update might be awesome

Question for you.  When you were using the as3sfxr api, did you make use of the async caching (with a callback function for when it was completed), or did you cache in a single function call, synchronously?
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