Create "changset" of two bytearrays - actionscript-3

I have some binary data. I will change over time, some bytes get added here and there, some get changed. Overall most of the bytearray remains the same.
Is there any library, preferably Actionscript 3, that generats a "changeset" (is there a better name for this?) out of two bytearrays. Also it should let me apply a changeset to a bytearray and return the resulting new bytearray.
Does this make sense? I was not sure how to formulate my problem best.
EDIT for Clarification:
What i want is something that only emits changes, thus making the "changeset" as small as possible. So if only 1KB of a 1MB Binary have changed, the changeset should be a bytearray of about 1KB size.
EDIT:
Basically i need an AS3 Version of http://www.daemonology.net/bsdiff/ i think

I do not know any AS3 library for that but if I understood you right, coding this from scratch isn't as hard or time-consuming as you might think. Here is my (naive) approach on that. Maybe this already fits your needs.
Example output
Code
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.ByteArray;
public class Main extends Sprite {
public function Main():void {
if (stage)
init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function createDiff(original:ByteArray, comparedTo:ByteArray):ByteArray {
var diff:ByteArray = new ByteArray();
var length:uint = Math.min(original.length, comparedTo.length);
original.position = 0;
comparedTo.position = 0;
for (var i:int = 0; i < length; i++) {
var byteOriginal:int = original.readByte();
var byteComparedTo:int = comparedTo.readByte();
if (byteOriginal != byteComparedTo) {
diff.writeByte(byteComparedTo - byteOriginal);
}
else {
diff.writeByte(0);
}
}
diff.compress();
return diff;
}
private function applyDiff(original:ByteArray, diff:ByteArray):ByteArray {
var result:ByteArray = new ByteArray();
diff.uncompress();
original.position = 0;
diff.position = 0;
var length:uint = Math.min(original.length, diff.length);
for (var i:uint = 0; i < length; i++) {
var byteOriginal:int = original.readByte();
var byteDiff:int = diff.readByte();
result.writeByte(byteOriginal + byteDiff);
}
return result;
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
// generate one random byte array and a slightly different variant
var length:uint = 128;
var a:ByteArray = new ByteArray();
var b:ByteArray = new ByteArray();
for (var i:int = 0; i < length; i++) {
var value:int;
value = 127 - Math.floor(Math.random() * 256);
a.writeByte(value);
if (value > 64) {
value = 127 - Math.floor(Math.random() * 256);
}
b.writeByte(value);
}
// create a diff and apply it to the original byte array for verification
var diff:ByteArray = createDiff(a, b);
var result:ByteArray = applyDiff(a, diff);
// trace the byte arrays
a.position = 0;
b.position = 0;
diff.position = 0;
result.position = 0;
var outputA:String = "";
var outputB:String = "";
var outputDiff:String = "";
var outputResult:String = "";
for (var k:int = 0; k < length; k++) {
outputA += a.readByte() + "\t";
outputB += b.readByte() + "\t";
outputDiff += diff.readByte() + "\t";
outputResult += result.readByte() + "\t";
}
trace("1st: \t" + outputA);
trace("2nd: \t" + outputB);
trace("diff:\t" + outputDiff);
trace("test:\t" + outputResult);
}
}
}

Related

Type Coercion failed: cannot convert []#13a355b9 to flash.display.DisplayObject

I get this error when running, no compile errors.
package {
import flash.display.*;
import flash.events.*;
import flash.utils.*;
public class mainCode extends MovieClip{
//global variables go here
public var circled:Shape = new Shape();
public var circled2:Shape = new Shape();
public var circled3:Shape = new Shape();
public var angled:int = new int();
public var circlearray1:Array = new Array(4);
public var circlearray2:Array = new Array(4);
public function mainCode(){
makeCircle(circled, 100);
makeCircle(circled2, 50);
makeCircle(circled3, 50);
for(var i:int=0; i<4; i++){circlearray1[i] = new Array(20);}
for(var n:int=0; n<4; n++){circlearray2[n] = new Array(20);}
stage.addEventListener(Event.ENTER_FRAME, mainLoop);
}
//functions go here
private function mainLoop(e:Event){
trace(1);
angled+=1;
angled%=360;
circled.x = stage.stageWidth / 2;
circled.y = stage.stageHeight/ 2;
circled2.x = circled.x + 100*Math.cos(radians(angled));
circled2.y = circled.y + 100*Math.sin(radians(angled));
circled3.x = circled.x + 100*Math.cos(radians((angled + 180) % 360));
circled3.y = circled.y + 100*Math.sin(radians((angled + 180) % 360));
trace(2);
for (var i:int = 0; i < 4; i++)
{
trace(3);
if (circlearray1[i][0] != undefined)
{removeChild(circlearray1[i][0]);}
if (circlearray2[i][0] != undefined)
{removeChild(circlearray2[i][0]);}
trace(4);
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[m+1];
circlearray2[i][m] = circlearray2[m+1];
}
circlearray1[i][19] = new Shape();
circlearray2[i][19] = new Shape();
makeCircle(circlearray1[i][19], 25);
makeCircle(circlearray2[i][19], 25);
circlearray1[i][19].x = circled2.x + 50*Math.cos(radians(((-angled + (i*90)) * 2) % 360));
circlearray1[i][19].y = circled2.y + 50*Math.sin(radians(((-angled + (i*90)) * 2) % 360));
circlearray2[i][19].x = circled3.x + 50*Math.cos(radians(((-angled + (i*90)) * 2) % 360));
circlearray2[i][19].y = circled3.y + 50*Math.sin(radians(((-angled + (i*90)) * 2) % 360));
trace(8);
}
}
private function makeCircle(circles:Shape, radius:int)
{
circles.graphics.clear();
circles.graphics.lineStyle(2,0x000000);
circles.graphics.beginFill(0x990000);
circles.graphics.drawCircle(0,0,radius);
circles.graphics.endFill();
addChild(circles);
}
private function degrees(radians:Number):Number
{
return radians * 180/Math.PI;
}
private function radians(degrees:Number):Number
{
return degrees * Math.PI / 180;
}
private function killCircle(circlei:Shape):void {
removeChild(circlei);
}
}
}
I've traced it down to {removeChild(circlearray1[i][0]);}, which seems to be returning the error. I have no idea why it's doing this, I've tried alternatives such as circlearray1[i][0].parent.removeChild(circlearray1[i][0]); and if (circlearray1[i][0] is Shape) ... , but no dice.
For reference, I'm trying to make some circles circle around other circles, but have the outermost circles leave an "image lag" (or afterimage) while moving. I do this by creating objects and deleting them using for loops and multidimensional arrays, as I dont feel like typing out 50 create object calls manually and edit each one manually.
Probably, this part:
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[m+1];
circlearray2[i][m] = circlearray2[m+1];
}
You assign to endpoint elements, which you initially assume to be Shapes the elements which are Arrays. Then later you go at circlearray1[i][0] assuming it is Shape if it is not empty, but it is already an Array due to the assignment above. It's probably a typo and you meant this:
for (var m:int = 0; m < 19; m++)
{
circlearray1[i][m] = circlearray1[i][m+1];
circlearray2[i][m] = circlearray2[i][m+1];
}
There's actually a more clean way to do that. Array in AS3 is a lot like C# ArrayList, you can insert elements to either end and extract elements from either end without re-indexing elements manually:
trace(3);
// If you are sure the first element is not empty
// you can get its reference removing them from
// the Array at the same time.
removeChild(circlearray1[i].shift());
removeChild(circlearray2[i].shift());
trace(4);
// All Array elements are automatically shifted
// by -1 so you don't need to move each of them manually.
circlearray1[i][19] = new Shape();
circlearray2[i][19] = new Shape();

How to Save positions for 3 objects in Array to make random position between each other by AS3?

How to Save positions for 3 objects in Array to make random position between each other by AS3?
import flash.geom.Point;
var arry:Point = new Point();
arry[0] = arry[78,200];
arry[1] = arry[217,200];
arry[2] = arry[356,200];
//object called b1
b1.x = arry[0][0];
b1.y = arry[0][1];
//object called b2
b2.x = arry[1][0];
b2.y = arry[1][1];
//object called b3
b3.x = arry[2][0];
b3.y = arry[2][1];
//make objects swap positions between each other
var rand:Number = (Math.random()*arry.length);
//output to see random position [[78,200],[217,200],[356,200]]
trace(arry);
to get random with tween like this... https://www.youtube.com/watch?v=8m_m64plQ6E
At compile time you should get this Error I suppose : "ReferenceError: Error #1069"
Here is a way to store the positions (like in the link you provided from youtube) :
import flash.geom.Point;
var squareWidth:uint = 40;
var squareHeight:uint = 40;
var marginX:uint = 100;
var marginY:uint = 75;
var spacer:uint = 10;
var positions:Vector.<Point > = new Vector.<Point > (9);
function setPositions(v:Vector.<Point>):void {
var count:uint = 0;
var posx:uint;
var posy:uint;
for (var i = 0; i < 3; i ++)
{
for (var j = 0; j < 3; j ++)
{
posx = (j * squareWidth) + (spacer * j) + marginX;
posy = (i * squareHeight) + (spacer * i) + marginY;
v[count] = new Point(posx,posy);
count++;
}
}
}
setPositions(positions);
trace(positions);
// output :
// (x=100, y=75),(x=150, y=75),(x=200, y=75),(x=100, y=125),(x=150, y=125),(x=200, y=125),(x=100, y=175),(x=150, y=175),(x=200, y=175)
So here you have nine Points to place the clips like in the video.
You just have to add a function to swap the nine boxes stored in another Vector.
In your case.
For 3 positions do the following if I understand your question.
import flash.geom.Point;
var positions:Vector.<Point> = new Vector.<Point>(3);
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
// output : (x=78, y=200),(x=217, y=200),(x=356, y=200)
So, you're still unclear!
Your issue is to find a random position?
This may help you if this is the problem you're facing :
import flash.geom.Point;
var positions:Vector.<Point > = new Vector.<Point > (3);
var numbers:Vector.<uint> = new Vector.<uint>();
var numbersAllowed:uint = 3;
var rndNmbrs:Vector.<uint> = new Vector.<uint>(3);;
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
function populateRndNmbrs(n:uint):void {
for (var i:uint = 0; i < n; i++)
{
numbers[i] = i;
}
}
populateRndNmbrs(numbersAllowed);
function populateRandomNumbers(n:uint):void
{
var rnd:uint;
for (var i:uint = 0; i < n; i++)
{
rnd = numbers[Math.floor(Math.random() * numbers.length)];
for (var j:uint = 0; j < numbers.length; j++)
{
if (rnd == numbers[j])
{
numbers.splice(j,1);
}
}
rndNmbrs[i] = rnd;
}
}
populateRandomNumbers(numbersAllowed);
trace("rndNmbrs = " + rndNmbrs);
for (var i:uint = 0; i < numbersAllowed; i++)
{
trace("b"+ (i+1) + ".x = " + positions[rndNmbrs[i]].x);
trace("b"+ (i+1) + ".y = " + positions[rndNmbrs[i]].y);
// In place of trace, you should place the boxes at those random positions.;
}
//output:
//(x=78, y=200),(x=217, y=200),(x=356, y=200)
//rndNmbrs = 2,0,1
//b1.x = 356
//b1.y = 200
//b2.x = 78
//b2.y = 200
//b3.x = 217
//b3.y = 200
Is that what you want? Or do you want to know how to create a motion effect?
I'm not sure about what you really need...
This will help you to place all the boxes in a random position.
You may do this like here bellow, and add a function to check if the random positions are not the same.
With only 3 MovieClips, you will often have the same random positions as long they're stored in the "positions Vector"
var squares:Vector.<MovieClip> = new Vector.<MovieClip>(3);
function populateMCs(target:DisplayObjectContainer,n:uint):void{
for (var i:uint = 0; i < n; i++){
squares[i] = target["b"+(i+1)];
}
}
function swapMCs():void{
for (var i:uint=0; i<squares.length; i++){
squares[i].x = positions[rndNmbrs[i]].x;
squares[i].y = positions[rndNmbrs[i]].y;
}
}
populateMCs(this,numbersAllowed);
swapMCs();
I give you a last example to get a motion effect in AS3.
I'm not a translator AS2 -> AS3 and a video is not the best way to show your code :(
This will make your boxes move smoothly, but not the way you want.
Now, you have to learn AS3 and try to make the job by yourself.
Then, if you have another issue, just ask clearly what you want.
var friction:Number = 0.15;
setDestination(squares[0],squares[0].x,350,friction);
setDestination(squares[1],squares[1].x,350,friction);
setDestination(squares[2],squares[2].x,350,friction);
squares[0].addEventListener(Event.ENTER_FRAME,moveClip);
squares[1].addEventListener(Event.ENTER_FRAME,moveClip);
squares[2].addEventListener(Event.ENTER_FRAME,moveClip);
function setDestination(mc:MovieClip,x:uint,y:uint,friction:Number):void{
mc.destinx = x;
mc.destiny = y;
mc.f = friction;
}
function moveClip(e:Event):void{
var mc:MovieClip = e.target as MovieClip;
trace(mc.name)
mc.speedx = (mc.destinx - mc.x);
mc.speedy = (mc.destiny - mc.y);
mc.x += mc.speedx*mc.f;
mc.y += mc.speedy*mc.f;
if((Math.floor(mc.speedx)<1) && (Math.floor(mc.speedy)<1)){
mc.removeEventListener(Event.ENTER_FRAME,moveClip);
trace("STOP MOVE FOR " + mc.name);
}
}

error while converting AS2 starfield code to AS3

I've tried to convert a nice AS2 script for starfirld effect to AS3 But i'm still getting strange errors
would really appreciate if any one could help me understand what am i doing wrong
here is the original AS2 code:
var stars = 100;
var maxSpeed = 16;
var minSpeed = 2;
var i = 0;
while (i < stars)
{
var mc = this.attachMovie("star", "star" + i, i);
mc._x = random(Stage.width);
mc._y = random(Stage.height);
mc.speed = random(maxSpeed - minSpeed) + minSpeed;
var size = random(2) + 6.000000E-001 * random(4);
mc._width = size;
mc._height = size;
++i;
} // end while
this.onEnterFrame = function ()
{
for (var _loc3 = 0; _loc3 < stars; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = Stage.height;
_loc2.speed = random(maxSpeed - minSpeed) + minSpeed;
_loc2._x = random(Stage.width);
} // end of for
};
and here is my AS3 version:
import flash.events.Event;
import flash.events.MouseEvent;
function starField():void
{
var stars:int = 100;
var maxSpeed:int = 16;
var minSpeed:int = 2;
var i:int = 0;
while (i < stars)
{
var mc = new Star();
addChild(mc)
mc._x = Math.random()(stage.stageWidth);
mc._y = Math.random()(stage.stageHeight);
mc.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
var size = Math.random()(2) + 6.000000E-001 * Math.random()(4);
mc._width = size;
mc._height = size;
++i;
} // end while
}
addEventListener(Event.ENTER_FRAME, update);
function update(_e:Event):void
{
for (var _loc3 = 0; _loc3 < 100; ++_loc3)
{
var _loc2 = this["star" + _loc3];
if (_loc2._y > 0)
{
_loc2._y = _loc2._y - _loc2.speed;
continue;
} // end if
_loc2._y = stage.stageHeight;
_loc2.speed = Math.random()(maxSpeed - minSpeed) + minSpeed;
_loc2._x = Math.random()(stage.stageWidth);
} // end of for
};
the error message I'm getting is: "TypeError: Error #1010: A term is undefined and has no properties. at _fla::MainTimeline/update()"
I understand it has a problem with the 'update' function but I'm net sure which term it refer to?
I'll bet a can of juice here is your problem:
var _loc2 = this["star" + _loc3];
put these into an associative array and access them from there.
#Discipol is right.
Just wanted to add a few more notes:
You can also use the display list to get the movie clip by name:
var _loc2:MovieClip = MovieClip(getChildByName("star" + _loc3));
You've got untyped variables and your are relying on MovieClip as a dynamic class to add properties (such as speed) at runtime. For a really simple project the impact is barely noticeable, but on the long run, for bigger projects, it's worth extending Sprite if you don't use the timeline and add the properties you need:
package {
import flash.display.Sprite;
import flash.events.Event;
public class Star extends Sprite {
private var speed:Number;
private var minSpeed:Number;
private var maxSpeed:Number;
public function Star(min:Number,max:Number) {
minSpeed = min;
maxSpeed = max;
var size = (Math.random()*2) + 1.82211880039 * (Math.random()*4);
width = size;
height = size;
this.addEventListener(Event.ADDED_TO_STAGE,reset);
}
private function reset(e:Event = null):void{
speed = (Math.random() * (maxSpeed-minSpeed)) + minSpeed;
x = Math.random() * stage.stageWidth;
if(e != null) y = Math.random() * stage.stageHeight;//initialized from added to stage event
else y = stage.stageHeight;//otherwise reset while updating
}
public function update():void{
if (y > 0) y -= speed;
else reset();
}
}
}
and the rest of the code would be as simple as:
var stars:int = 100;
var starClips:Vector.<Star> = new Vector.<Star>(stars,true);//a typed fixed vector is faster than a dynamically resizable untyped Array
for(var i:int = 0 ; i < stars; i++) starClips[i] = addChild(new Star(16,2)) as Star;
this.addEventListener(Event.ENTER_FRAME,updateStars);
function updateStars(e:Event):void{
for(var i:int = 0 ; i < stars; i++) starClips[i].update();
}

Odd numbers of object extraction from an array

I'm trying to get 2 objects at a time form the array for now. but soon I will be using odd number of length and splicing items.
This works out perfectly so far with Even numbers in the Array, but I am not sure how to make it work with odd numbers. The way I think it may work is ask it to check the objects coming up next and if it is less than 2 than change the counters to 1. but I am not even sure how to put that in code specifically. I posted my code so far be
import flash.events.MouseEvent;
import flash.net.Socket;
var socket_Array_current_position = 0;
var socket_counter = 2;
var socket_Array: Array = new Array ();
socket_Array.push(socket_one, socket_two,socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
function go_left(going_left:MouseEvent)
{
if (socket_Array_current_position > 0)
{
socket_remove();
socket_Array_current_position -= socket_counter;
socket_x_position = 125;
socket_display();
}
}
function go_right(going_right:MouseEvent)
{
if (socket_Array_current_position < socket_Array.length-socket_counter)
{
socket_remove();
socket_Array_current_position += socket_counter;
socket_x_position = 125;
socket_display();
}
}
socket_display();
function socket_display()
{
var s = 0;
for (s; s < socket_counter; s++)
{
addChild(socket_Array[socket_Array_current_position + s]);
socket_Array[socket_Array_current_position + s].x = socket_x_position;
socket_Array[socket_Array_current_position + s].y = socket_y_position;
//socket_Array[s].addEventListener(MouseEvent.CLICK, picked);
socket_x_position = socket_x_position + 275;
}
}
function socket_remove()
{
var s = 0;
for (s; s < socket_counter; s++)
{
removeChild(socket_Array[socket_Array_current_position+s]);
}
}
I suppose that you want display X objects (in this case two) at a time from an array. Whatever length. I'm using Math lib. Consider that I didn't try the code below with sdk or Flash.
const X_START_POS:int = 125;
const COLUMN_WIDTH:int = 275;
const QTY_SCREEN:int = 2;
var socket_Array:Array = new Array();
var socket_Array_pos:int = 0;
var socket_Array_target:int = 0; // target is always right
var socket_Array_on_screen:Array = new Array();
// socket_Array.length must be >= QTY_SCREEN, always.
socket_Array.push(socket_one, socket_two, socket_three, socket_four, socket_five, socket_six);
go_next_left.addEventListener(MouseEvent.CLICK, go_left);
go_next_right.addEventListener(MouseEvent.CLICK, go_right);
socket_display();
function go_left(going_left:MouseEvent) {
socket_Array_target = Math.max(socket_Array_pos - QTY_SCREEN, 0);
socket_display();
}
function go_right(going_right:MouseEvent) {
socket_Array_target = Math.min(socket_Array_pos + QTY_SCREEN, socket_Array.length - QTY_SCREEN);
socket_display();
}
function socket_display() {
socket_remove();
socket_x_position = X_START_POS;
var limit:int = socket_Array_target + QTY_SCREEN;
for (var i = socket_Array_target; i < limit; i++) {
show_socket(socket_Array[i]);
socket_x_position += COLUMN_WIDTH;
}
socket_Array_pos = socket_Array_target;
}
function show_socket(asocket:DisplayObject) {
addChild(asocket);
asocket.x = socket_x_position;
asocket.y = socket_y_position;
socket_Array_on_screen.push(asocket); // remember me
}
function socket_remove() {
var qty:int = socket_Array_on_screen.length;
for (var s = 0; s < qty; s++) {
removeChild(socket_Array_on_screen.pop());
}
}

Detect when the Shader is done mixing the audio

so this the code with it i am able to mix several tracks
with a Shader done in pixel bender.
the problem here i don't know when the mixing is finish or all the sound reache their end
to be able to save the bytearray into a file any Event or something like that
help plz ?
package
{
import flash.display.*;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.utils.*;
import fl.controls.Slider;
import org.bytearray.micrecorder.encoder.WaveEncoder;
[SWF(width='500', height='380', frameRate='24')]
public class AudioMixer extends Sprite{
[Embed(source = "sound2.mp3")] private var Track1:Class;
[Embed(source = "sound1.mp3")] private var Track2:Class;
[Embed(source = "mix.pbj",mimeType = "application/octet-stream")]
private var EmbedShader:Class;
private var shader:Shader = new Shader(new EmbedShader());
private var sound:Vector.<Sound> = new Vector.<Sound>();
private var bytes:Vector.<ByteArray> = new Vector.<ByteArray>();
private var sliders:Vector.<Slider> = new Vector.<Slider>();
private var graph:Vector.<Shape> = new Vector.<Shape>();
private var recBA:ByteArray = new ByteArray();
private var BUFFER_SIZE:int = 0x800;
public var playback:Sound = new Sound();
public var container:Sprite = new Sprite();
public var isEvent:Boolean = false;
public function AudioMixer():void{
container.y = stage.stageHeight * .5;
addChild(container);
sound.push(new Track1(), new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2());
for(var i:int = 0; i < sound.length; i++){
var slider:Slider = new Slider();
slider.maximum = 1;
slider.minimum = 0;
slider.snapInterval = 0.025;
slider.value = 0.8;
slider.rotation += -90;
slider.x = i * 40 + 25;
container.addChild(slider);
sliders.push(slider);
var line:Shape = new Shape();
line.graphics.lineStyle(1, 0x888888);
line.graphics.drawRect(i * 40 + 14, 0, 5, -80);
line.graphics.endFill();
container.addChild(line);
var shape:Shape = new Shape();
shape.graphics.beginFill(0x00cc00);
shape.graphics.drawRect(i * 40 + 15, 0, 3, -80);
shape.graphics.endFill();
container.addChild(shape);
graph.push(shape);
}
playback.addEventListener(SampleDataEvent.SAMPLE_DATA, onSoundData);
playback.play();
}
private function onSoundData(event:SampleDataEvent):void {
for(var i:int = 0; i < sound.length; i++){
bytes[i] = new ByteArray();
bytes[i].length = BUFFER_SIZE * 4 * 2;
sound[i].extract(bytes[i], BUFFER_SIZE);
var volume:Number = 0;
bytes[i].position = 0;
for(var j:int = 0; j < BUFFER_SIZE; j++){
volume += Math.abs(bytes[i].readFloat());
volume += Math.abs(bytes[i].readFloat());
}
volume = (volume / (BUFFER_SIZE * .5)) * sliders[i].value;
shader.data['track' + (i + 1)].width = BUFFER_SIZE / 1024;
shader.data['track' + (i + 1)].height = 512;
shader.data['track' + (i + 1)].input = bytes[i];
shader.data['vol' + (i + 1)].value = [sliders[i].value];
graph[i].scaleY = volume;
}
var shaderJob:ShaderJob = new ShaderJob(shader,event.data,BUFFER_SIZE / 1024,512);
shaderJob.start(true);
var shaderJob2:ShaderJob = new ShaderJob(shader,recBA,BUFFER_SIZE / 1024,512);
shaderJob2.start(true);
}
}
}
You can tell when a shader has completed it's job using the ShaderEvent.COMPLETE listener. Like so:
shaderJob.addEventListener(ShaderEvent.COMPLETE, onShaderComplete);
private function onShaderComplete(e:Event):void
{
//Do Something here
}
See this link for more details.
One thing about your code though. You're doing this shader job inside of a sampleDataEvent and I can see this being problematic (possibly) in the sense that your mixing may be out of sync with your playback (that is, if you plan on mixing live and writing the mixed data back into the sound stream). Anyway that's perhaps an issue for a new question. This should solve your problem with needing to know when the mixing is complete.
Note you also need to add "false" to the shaderJob.start(false) function. From the documentation about the ShaderEvent.COMPLETE:
"Dispatched when a ShaderJob that executes asynchronously finishes processing the data using the shader. A ShaderJob instance executes asynchronously when the start() method is called with a false value for the waitForCompletion parameter."
Update
In response to your inquiry about how to only process inside the sampleDataEvent if the sound isnt being processed:
private var isProcessing:Boolean = false;
private function onSoundData(event:SampleDataEvent):void {
if(isProcessing != true){
for(var i:int = 0; i < sound.length; i++){
bytes[i] = new ByteArray();
bytes[i].length = BUFFER_SIZE * 4 * 2;
sound[i].extract(bytes[i], BUFFER_SIZE);
var volume:Number = 0;
bytes[i].position = 0;
for(var j:int = 0; j < BUFFER_SIZE; j++){
volume += Math.abs(bytes[i].readFloat());
volume += Math.abs(bytes[i].readFloat());
}
volume = (volume / (BUFFER_SIZE * .5)) * sliders[i].value;
shader.data['track' + (i + 1)].width = BUFFER_SIZE / 1024;
shader.data['track' + (i + 1)].height = 512;
shader.data['track' + (i + 1)].input = bytes[i];
shader.data['vol' + (i + 1)].value = [sliders[i].value];
graph[i].scaleY = volume;
}
var shaderJob:ShaderJob = new ShaderJob(shader,event.data,BUFFER_SIZE / 1024,512);
shaderJob.start(false);
shaderJob.addEventListener(ShaderEvent.COMPLETE, onShaderComplete);
var shaderJob2:ShaderJob = new ShaderJob(shader,recBA,BUFFER_SIZE / 1024,512);
shaderJob2.start(false);
}
}
private function onShaderComplete(e:ShaderEvent):void
{
//Do something here
isProcessing = false;
}