Sound Synthesis in AS3 Part I – The Basics, Noise

I’ve been meaning to write something up on this for quite a while. It recently struck me that there still wasn’t a whole lot of good material on this out there already. So I figured I’d throw something together.

We’ll start by looking at the basic mechanics of the Sound object, how to code it up, and create some random noise. Later, we’ll start generating some real wave forms and start mixing them together, etc.

Diving right in

Flash 10 has the ability to synthesize sounds. Actually, there was a hack that could be used in Flash 9 to do the same thing, but it became standardized in 10.

Here’s how it works. You create a new Sound object and add an event listener for the SAMPLE_DATA event (SampleDataEvent.SAMPLE_DATA). This event will fire when there is no more sound data for the Sound to play. Then you start the sound playing.

[as3]var sound:Sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
sound.play();[/as3]

At this point, because you have not loaded any actual sound, such as an MP3, WAV, etc. or attached it to any streaming sound data, there is nothing to play and the SAMPLE_DATA event will fire right away. So we’ll need that handler function:

[as3]function onSampleData(event:SampleDataEvent):void
{
}[/as3]

Our goal here is to give the Sound object some more sound data to play. So how do we do that? Well, the SampleDataEvent that gets passed to this function has a data property, which is a ByteArray. We need to fill that ByteArray with some values that represent some sound to play. We do that using the ByteArray.writeFloat method. Generally you want to write values from –1.0 to 1.0 in there. Each float value you write in there is known as a sample. Hence the “SampleDataEvent”. How many samples should you write? Generally between 2048 and 8192.

OK, that’s a big range of values. What’s best? Well, if you stick to a low number like 2048, the Sound will rip through those values very quickly and another SAMPLE_DATA event will fire very quickly, requiring you to fill it up again. If you use a larger number like 8192, the Sound will take 4 times as long to work through those values and thus you’ll be running your event handler function 4 times less often.

So more samples can mean better performance. However, if you have dynamically generated sounds, more samples means more latency. Latency is the time between some change in the UI or program and when that results in a change in the actual sound heard. For example, say you want to change from a 400 hz tone to a 800 hz tone when a user presses a button. The user presses the button, but the Sound has 8000 samples of this 400 hz tone in the buffer, and will continue to play them until they are gone. Only then will it call the SAMPLE_DATA event handler and ask for more data. This is the only point where you can change the tone to 800 hz. Thus, the user may notice a slight lag between when he pressed the button and when the tone changed. If you use smaller numbers of samples – 2048 – the latency or lag will be shorter and less noticeable.

For now, let’s just generate some noise. We’ll write 2048 samples of random values from –1.0 to 1.0. One thing you need to know first is that you’ll actually be writing twice as many floats. For each sample you need to write a value for the left channel and a value for the right channel. Here’s the whole program:

[as3]import flash.media.Sound;
import flash.events.SampleDataEvent;

var sound:Sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
sound.play();

function onSampleData(event:SampleDataEvent):void
{
for(var i:int = 0; i < 2048; i++) { var sample:Number = Math.random() * 2.0 - 1.0; // -1 to 1 event.data.writeFloat(sample); // left event.data.writeFloat(sample); // right } }[/as3]

If you run that, you should hear some fuzzy static like a radio tuned between stations. Note that we are generating a single sample and using that same value for left and right. Because both channels have exactly the same value for each sample, we’ve generated monophonic sound. If we want stereo noise, we could do something like this:

[as3]function onSampleData(event:SampleDataEvent):void
{
for(var i:int = 0; i < 2048; i++) { var sampleA:Number = Math.random() * 2.0 - 1.0; // -1 to 1 var sampleB:Number = Math.random() * 2.0 - 1.0; // -1 to 1 event.data.writeFloat(sampleA); // left event.data.writeFloat(sampleB); // right } }[/as3]

Here we are writing a different random value for each channel, each sample. Running this, especially using headphones, you should notice a bit more “space” in the noise. It’s subtle and may be hard to discern between runs of the program, so let’s alter it so we can switch quickly.

[as3]import flash.media.Sound;
import flash.events.SampleDataEvent;
import flash.events.MouseEvent;

var sound:Sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
sound.play();

var mono:Boolean = true;
stage.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void
{
mono = !mono;
}

function onSampleData(event:SampleDataEvent):void
{
for(var i:int = 0; i < 2048; i++) { var sampleA:Number = Math.random() * 2.0 - 1.0; // -1 to 1 var sampleB:Number = Math.random() * 2.0 - 1.0; // -1 to 1 event.data.writeFloat(sampleA); // left if(mono) { event.data.writeFloat(sampleA); // left again } else { event.data.writeFloat(sampleB); // right } } }[/as3]

Here we have a Boolean variable, mono, that toggles true/false on a mouse click. If true, we write sampleA to the left and right channels. If mono is not true, then we write sampleA to the left channel and sampleB to the right channel. Run this and click the mouse. Again, the change is subtle but you should be able to notice it.

To see, or rather, to hear, the results of latency, change the 2048 in the for loop to 8192. Now when you click, you’ll notice a significant delay in the time between the click and the change from mono to stereo or vice versa.

One other note about the number of samples. I said, “generally” to use between 2048 and 8192. The fact is if you try to use more than 8192, you’ll get a run time error saying one of the parameters is invalid. so 8192 is a pretty hard limit. You can use less than 2048, but if you do, what happens is that the Sound object will work through those samples and then consider the sound is complete. It will not generate another SAMPLE_DATA event when it is done. Instead, it will generate a COMPLETE event. So if you want the sound to keep playing, you need to keep it supplied with at least 2048 samples at all times.

In the next installment, we’ll start creating some simple waves.

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7 Responses to Sound Synthesis in AS3 Part I – The Basics, Noise

  1. Patrick Mate says:

    Nice, can’t wait till the next one!

    One thing, maybe it’s just my mac but when i copy/paste your code to the the Flash code editor, it retains the line numbers, that’s super annoying. Any way around this?

  2. Patrick Mate says:

    Maybe you could use this, they supposedly have a wordpress plugin.

    http://alexgorbatchev.com/SyntaxHighlighter/

  3. kp says:

    click on the gray bar that says “Plain Text”. Then, select, copy, paste.

  4. I didn’t realize you could change the number of samples (or why you might want to).. I thought you had to use 8192. Good to Know 🙂

  5. Raphael Santos says:

    Top quality content, thanks for sharing.

  6. ladeng6666 says:

    fantasy! I can’t wait to translate into Chinese!

  7. visitor says:

    Very thanks for you, this is a very good article! support you!

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