/* * rhythmspace (c) 2008 Alex McLean * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ import flash.Sound; import flash.Mouse; class Audio { static var bpm = 400; static var start = 0.0; static var ticks = 0; static var buffer = 0.2; static var patterns = [[0], [0]]; static var playbuf = [[], []]; static var down = false; static var startx = 0.0; static var starty = 0.0; static function repeat(sounda, soundb) { var now; if (playbuf[0].length == 0) { playbuf[0] = patterns[0].copy(); playbuf[1] = patterns[1].copy(); } if (start == 0) { start = haxe.Timer.stamp(); } if (playbuf[0].shift() == 1) { now = start + (ticks * (60 / bpm)); sounda.start(0.5 - (now - haxe.Timer.stamp()) - buffer, 1.0); } if (playbuf[1].shift() == 1) { now = start + (ticks * (60 / bpm)); soundb.start(0.5 - (now - haxe.Timer.stamp()) - buffer, 1.0); } ticks++; now = start + (ticks * (60 / bpm)); var delay : Float; delay = now - haxe.Timer.stamp(); delay = delay * 1000; haxe.Timer.queue(function(){repeat(sounda, soundb);}, Std.int(delay)); } static function load_and_play_sound(urla, urlb) { var sounda = new Sound(flash.Lib.current); var soundb = new Sound(flash.Lib.current); // should check if both are loaded really, // but how to deal with the race condition? soundb.onLoad = function(success) { repeat(sounda, soundb); } sounda.loadSound(urla, false); soundb.loadSound(urlb, false); } static function mouseTrack() { var mc : flash.MovieClip = flash.Lib.current; var tracker = { onMouseMove : function() { if (down) { var x : Float = mc._xmouse; var y : Float = mc._ymouse; mc.clear(); mc.lineStyle(3, 0xFF0000); mc.moveTo(startx,starty); mc.lineTo(x,y); var x : Float = mc._xmouse / 400; var y : Float = mc._ymouse / 300; var z = 0; patterns[1] = get_rhythm(8, x, y, z); } }, onMouseDown : function() { startx = mc._xmouse; starty = mc._ymouse; mc.clear(); mc.lineStyle(3, 0xFF0000); mc.moveTo(startx,starty); mc.lineTo(startx,starty); var x : Float = mc._xmouse / 400; var y : Float = mc._ymouse / 300; var z = 0; down = true; patterns[0] = get_rhythm(8, x, y, z); }, onMouseUp : function() { var x : Float = mc._xmouse / 400; var y : Float = mc._ymouse / 300; var z = 0; down = false; patterns[1] = get_rhythm(8, x, y, z); } }; flash.Mouse.addListener(tracker); } static function mask(rhythm : Array, n : Float) { var toggle = 1; if (n < 0) { toggle = 0; n = 0 - n; } while(n > 0) { var count = 0; for (i in 0 ... rhythm.length) { var val : Int = rhythm[i]; if (val == toggle) { count++; } } var point = Std.int(count / 2); var j; for (j in 0 ... rhythm.length) { if(rhythm[j] == toggle) { if (point == 0) { rhythm[j] = (toggle == 1) ? 0 : 1; break; } point--; } } --n; } return(rhythm); } static function tri(n) { var result = 0; var i; for (i in 0 ... (n + 1)) { result += i; } return(result); } static function jumble(len : Int, disorder : Float) { var half = Std.int(len / 2); var i; var rhythm : Array = []; for (i in 0 ... len) { rhythm.push(i % 2 == 0 ? 1 : 0); } var steps = tri(half - 1) + 1; var strength = steps * disorder; var offset = 1; while(offset < half && strength > 0) { var p = offset; while (p < (len - 1) && strength > 0) { var tmp = rhythm[p]; rhythm[p] = rhythm[p + 1]; rhythm[p + 1] = tmp; p = p + 2; strength--; } offset++; } return(rhythm); } static function get_rhythm(len : Int, intensity : Float, disorder : Float, phase : Float) { intensity = intensity * len; var rhythm = jumble(len, disorder); if (Std.int(intensity) != Std.int(len / 2)) { rhythm = mask(rhythm, intensity - (len / 2)); } return(rhythm); } static function main() { var root = flash.Lib._root; mouseTrack(); load_and_play_sound(root.soundfilea, root.soundfileb); } }