<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Andre Michelle &#187; actionscript</title>
	<atom:link href="http://blog.andre-michelle.com/category/actionscript/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.andre-michelle.com</link>
	<description>♥</description>
	<lastBuildDate>Fri, 16 Jul 2010 20:19:49 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Pitch MP3</title>
		<link>http://blog.andre-michelle.com/2009/pitch-mp3/</link>
		<comments>http://blog.andre-michelle.com/2009/pitch-mp3/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 10:30:06 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[mp3]]></category>
		<category><![CDATA[pitch]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=483</guid>
		<description><![CDATA[Pitching MP3 (Not PitchShift!) is possible since Flash10s new Sound API. Today I saw Lee Brimelow's post about doing so, providing some source code. Cause we spend a lot of time to keep things running more smoothly in the AudioTool, I created another version which has some advantages.

No objects are created in runtime (memory usage)
The [...]]]></description>
			<content:encoded><![CDATA[<p>Pitching MP3 <em>(Not PitchShift!)</em> is possible since Flash10s new <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/media/Sound.html">Sound API</a>. Today I saw <a href="http://theflashblog.com/?p=1129">Lee Brimelow's post</a> about doing so, providing some source code. Cause we spend a lot of time to keep things running more smoothly in the <a href="http://www.hobnox.com/audiotool">AudioTool</a>, I created another version which has some advantages.</p>
<ul>
<li>No objects are created in runtime (memory usage)</li>
<li>The <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/events/SampleDataEvent.html">SampleDataEvent</a> is receiving a static blocksize (steady latency)</li>
<li>Linear interpolation (sound quality)</li>
<li>Speed can go down to zero</li>
</ul>
<p><a href="http://blog.andre-michelle.com/upload/mp3pitch/MP3Pitch.as">{source code}</a><br />
<span id="more-483"></span><br />

<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
			id="fm_ExampleMP3Pitch_1021742783"
			class="flashmovie"
			width="512"
			height="284">
	<param name="movie" value="http://blog.andre-michelle.com/upload/mp3pitch/ExampleMP3Pitch.swf" />
	<!--[if !IE]>-->
	<object	type="application/x-shockwave-flash"
			data="http://blog.andre-michelle.com/upload/mp3pitch/ExampleMP3Pitch.swf"
			name="fm_ExampleMP3Pitch_1021742783"
			width="512"
			height="284">
	<!--<![endif]-->
		
<p><a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

	<!--[if !IE]>-->
	</object>
	<!--<![endif]-->
</object>
<p>(no preloader - music by basic channel) - Thanks Lee for pointing me!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2009/pitch-mp3/feed/</wfw:commentRss>
		<slash:comments>67</slash:comments>
		</item>
		<item>
		<title>FFK09 Karplus Strong Sources</title>
		<link>http://blog.andre-michelle.com/2009/ffk09-karplus-strong/</link>
		<comments>http://blog.andre-michelle.com/2009/ffk09-karplus-strong/#comments</comments>
		<pubDate>Fri, 01 May 2009 10:14:08 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[conference]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=442</guid>
		<description><![CDATA[As promised here are the sources from the 10 Hot Minutes session, where I presented a very simple Karplus-Strong algorithm implementation.
More sources from the session Boing Bumm Tschak can be downloaded here.
Endless Karplus Strong - Click to feed noise:

<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
			id="example"
			class="flashmovie"
			width="32"
			height="32">
	<param name="movie" value="http://blog.andre-michelle.com/upload/KarplusStrong.swf" />
	<param name="play" value="false" />
	<param name="loop" value="false" />
	<param name="menu" value="false" />
	<param name="quality" value="low" />
	<param name="scale" value="noscale" />
	<param name="wmode" value="transparent" />
	<param name="bgcolor" value="FFFFFF" />
	<param name="devicefont" value="true" />
	<!--[if !IE]>-->
	<object	type="application/x-shockwave-flash"
			data="http://blog.andre-michelle.com/upload/KarplusStrong.swf"
			name="example"
			width="32"
			height="32">
		<param name="play" value="false" />
		<param name="loop" value="false" />
		<param name="menu" value="false" />
		<param name="quality" value="low" />
		<param name="scale" value="noscale" />
		<param name="wmode" value="transparent" />
		<param name="bgcolor" value="FFFFFF" />
		<param name="devicefont" value="true" />
	<!--<![endif]-->
		]]></description>
			<content:encoded><![CDATA[<p>As promised <a href="http://blog.andre-michelle.com/upload/KarplusStrong.as">here</a> are the sources from the <a href="http://ffk09.flashforum.de">10 Hot Minutes</a> session, where I presented a very simple <a href="http://en.wikipedia.org/wiki/Karplus-Strong_string_synthesis">Karplus-Strong algorithm</a> implementation.</p>
<p>More sources from the session <a href="http://ffk09.flashforum.de/topics.php#michelle">Boing Bumm Tschak</a> can be downloaded <a href="http://tinyurl.com/fitc-amsterdam-09">here</a>.</p>
<p><strong><em>Endless Karplus Strong - Click to feed noise:</em></strong><br />
[kml_flashembed fversion="10.0.0" movie="http://blog.andre-michelle.com/upload/KarplusStrong.swf" fid="example" targetclass="flashmovie" bgcolor="FFFFFF" useexpressinstall="true" publishmethod="static" width="32" height="32" play="false" loop="false" menu="false" quality="low" scale="noscale" wmode="transparent" devicefont="true" swliveconnect="false" allowscriptaccess="never"]</p>
<p><a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

	<!--[if !IE]>-->
	</object>
	<!--<![endif]-->
</object>
<p>An enhanced version emulating a guitar can be found <a href="http://lab.andre-michelle.com/karplus-strong-guitar">here</a>.<br />
It is basically the same code as above!</p>
<p>John Davey was able to make a very nice shot from Mario and me. Great conference indeed.</p>
<p><a href="http://www.flickr.com/photos/johndavey/3487719637/" title="Andre &amp;amp; Mario by johnnybelmont, on Flickr"><img src="http://farm4.static.flickr.com/3621/3487719637_cde4b5a80f.jpg" width="500" height="333" alt="Andre &amp;amp; Mario" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2009/ffk09-karplus-strong/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>FP10 SoundAPI changes</title>
		<link>http://blog.andre-michelle.com/2008/fp10-soundapi-changes/</link>
		<comments>http://blog.andre-michelle.com/2008/fp10-soundapi-changes/#comments</comments>
		<pubDate>Thu, 16 Oct 2008 12:19:33 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=334</guid>
		<description><![CDATA[Without telling anyone, Adobe changed the Sound API on the recent released Flash Player 10. When we released our AudioTool yesterday we encountered a ridiculous long latency of almost one second. The latency time is the time between computation of the sound and the point where you can listen to the actual sound. It is [...]]]></description>
			<content:encoded><![CDATA[<p>Without telling anyone, Adobe changed the Sound API on the recent released Flash Player 10. When we released our AudioTool <a href="http://blog.andre-michelle.com/2008/hobnox-audiotool-update-out-of-the-oven/">yesterday</a> we encountered a ridiculous long latency of almost one second. The latency time is the time between computation of the sound and the point where you can listen to the actual sound. It is important to keep this value low for live experience. After hours of research <a href="http://www.joeberkovitz.com/blog/2008/10/15/controlling-audio-latency-in-flash-10/">some people</a> figure out, that the amount of samples you pass to the sound card is changing the latency dynamically BUT will never decrease. If you once pass a higher number of samples you cannot go back easily.</p>
<p><strong>Here is how we handled sound creation before in the AudioTool</strong><br />
We simply passed 2048 samples (minimum amount) every time the SampleCallbackEvent was fired. The playback was stable - even when scrolling the desktop with a lot of devices. For processes that would block the CPU for some time (e.g. create new plugin instances), we passed 8192 sample (maximum amount) to remain stable playback and execute the processes after. So we dynamically increased the latency once to have more space for heavy computation. Afterward we went back to normal (2048 samples). In fact this worked great!</p>
<p><strong>The Release Player changed all that</strong><br />
With the latest player, every time you increase the number of samples you will increase the overall latency. And there is no way of decreasing it again without stopping the SoundChannel. So now we just pass 3072 samples (~160ms latency) all the time. Meaning that critical processes won't be caught and will cause gaps in playback.</p>
<p><strong><em>Again we now have 4 times more latency, but playback is overall less stable.</em></strong></p>
<p>The worst thing is, that nobody told us and I am still not sure, what that is all about. The new sound feature was great and worked great for all release candidates. And all the sudden they changed it - again - without telling anyone. If we had this information before, it would not have been so hard to accept it. And of course we may have found some workarounds.</p>
<p>Read also <a href="http://www.joeberkovitz.com/blog/2008/10/15/controlling-audio-latency-in-flash-10/">Joe Berkovitz post</a> | <a href="http://blog.joa-ebert.com/2008/10/16/david-vs-goliath/">Joa Ebert post</a> | <a href="http://opencode.forabettertoday.org/?p=20">Kai-Philipp Schöllmann post</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2008/fp10-soundapi-changes/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>What is wrong with the Matrix3D.transformVector?</title>
		<link>http://blog.andre-michelle.com/2008/what-is-wrong-with-the-matrix3dtransformvector/</link>
		<comments>http://blog.andre-michelle.com/2008/what-is-wrong-with-the-matrix3dtransformvector/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 15:49:42 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=313</guid>
		<description><![CDATA[I admit that I am not an expert on Matrix3D computation, but is it really me or just a bug?
In my understanding an inverted matrix can neutralize an already applied transformation to a Vector3D. So having a Vector3D transformed by a matrix and afterward to the inverted one returns the original Vector coordinates, right?
Check out [...]]]></description>
			<content:encoded><![CDATA[<p>I admit that I am not an expert on <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/geom/Matrix3D.html">Matrix3D</a> computation, but is it really me or just a bug?</p>
<p>In my understanding an inverted matrix can neutralize an already applied transformation to a <em>Vector3D</em>. So having a <em>Vector3D</em> transformed by a matrix and afterward to the inverted one returns the original Vector coordinates, right?</p>
<p><a href="http://blog.andre-michelle.com/upload/MatrixTestApp.as">Check out this simple test.</a></p>
<p>Can anyone explain this or should I log a bug?</p>
<p><strong>Update:</strong> If I use <em>transformVectors</em> instead - the computed values are as expected.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2008/what-is-wrong-with-the-matrix3dtransformvector/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Too late? Very simple but striking feature request for Flash10 3D!</title>
		<link>http://blog.andre-michelle.com/2008/too-late-very-simple-but-striking-feature-request-for-flash10-3d/</link>
		<comments>http://blog.andre-michelle.com/2008/too-late-very-simple-but-striking-feature-request-for-flash10-3d/#comments</comments>
		<pubDate>Sun, 17 Aug 2008 17:42:54 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=234</guid>
		<description><![CDATA[Oh dear! Two simple additional optional parameters for the following methods would allow you to use native performance and save memory.
Thinking of a simple 3d viewing pipeline, you have something like

Setup geometrie, textures and lights
Transform local coordinates to camera space
Clipping against Frustum
Project and render

They are a lot of helpers that helps you doing the transformation [...]]]></description>
			<content:encoded><![CDATA[<p>Oh dear! Two simple additional optional parameters for the following methods would allow you to use native performance and save memory.</p>
<p>Thinking of a simple 3d viewing pipeline, you have something like</p>
<ul>
<li>Setup geometrie, textures and lights</li>
<li>Transform local coordinates to camera space</li>
<li>Clipping against <a href="http://en.wikipedia.org/wiki/Viewing_frustum">Frustum</a></li>
<li>Project and render</li>
</ul>
<p>They are a lot of helpers that helps you doing the transformation and projection, especially</p>
<ul>
<li><em>flash.geom.Matrix3D</em></li>
<li><em>flash.geom.Utils3D</em></li>
</ul>
<p>I assume that <em>Matrix3D.transformVectors</em> and <em>Utils3d.projectVectors</em> are lightning fast, cause you can pass a <em>Vector</em> (sources and targets) to them. A single(!) <em>Vector</em> could contain the <strong>entire</strong> 3d world geometry as a list of (x,y,z,x,y,z,x,y,z,x,y,z,...). That is why I am thinking that the Flashplayer is able to execute this well formatted list <strong>extremely</strong> fast! Much faster than calling the methods to transform several <em>Vector3D</em> objects in a AS3 loop.</p>
<p><strong>So far so good. Where is the problem?</strong><br />
The worst thing from the memorys point of view is the clipping part, cause vertices are added and just valid for a single frame (if the Camera or Geometry is moving). A big case for the garbage collection.<br />
<a href="http://blog.andre-michelle.com/2008/flash10-perspective-texture-mapping-no-more-rotating-cubes/">Trying to figure out</a> the best data structure for a 3d engine in Flash, I thought of something like this: All 3d world vertices are stored in a single <em>Vector</em>. Furthermore I would also leave some extra space for the expected vertices in the clipping process (increase the <em>Vector</em> length). With this setup, you reserve memory space and there is no reason for the garbage collection to remove used clipping data. You can easily access the clipped vertices with an offset in the <em>Vector</em>.</p>
<p><img src="http://blog.andre-michelle.com/upload/vector.fixedSize.gif" alt="Vector fixedSized" /><br />
<em>Note: The Vector would stay fixedSized. It is on you to allocate enough space for the clipping process when you setup.</em></p>
<p><strong>But it won't work for now</strong><br />
Imagine you already clipped geometry: Next time you transform the <em>Vector</em> into a new coordinate space, all the clipped data from the last frames will be transformed as well. Two simple optional parameter would change that.</p>
<p><strong>Solution</strong><br />
<code>Matrix3D.transformVectors(vin:Vector, vout:Vector, startIndex: uint, endIndex: uint):void<br />
Utils3D.projectVectors(m:Matrix3D, verts:Vector, projectedVerts:Vector, uvts:Vector, startIndex: uint, endIndex: uint):void</code></p>
<p><strong>Thats it! That simple!</strong><br />
Now you could force the Flashplayer only to transform the necessary range. You simply overwrite the new clipped data in the <em>Vector</em> every frame, project and draw them. If you know the region, where a 3d-object has allocated its vertices you could use the startIndex <strong>and</strong> endIndex value to transform it at once.</p>
<p><strong>Too late? I guess so. Too bad I started so late...</strong></p>
<p><strong>Update</strong><br />
I created an official feature request at Adobe bugbase. It would be a great feature!<br />
<a href="https://bugs.adobe.com/jira/browse/FP-555">Please vote. It may not be too late.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2008/too-late-very-simple-but-striking-feature-request-for-flash10-3d/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Tinic Uro &#8211; You Rock!</title>
		<link>http://blog.andre-michelle.com/2008/tinic-uro-you-rock/</link>
		<comments>http://blog.andre-michelle.com/2008/tinic-uro-you-rock/#comments</comments>
		<pubDate>Thu, 15 May 2008 08:44:05 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[announce]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/?p=204</guid>
		<description><![CDATA[Tinic Uro implemented a low-level sound API to pass Actionscript generated audio data to the sound card in the FlashPlayer 10. Needless to say, that we are all celebrating the next big thing in Flash.
Read on at Adobe, MAKE SOME NOISE &#124; Countless more delightful features in FP10
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.kaourantin.net">Tinic Uro</a> implemented a low-level sound API to pass Actionscript generated audio data to the sound card in the <a href="http://labs.adobe.com/technologies/flashplayer10/">FlashPlayer 10</a>. Needless to say, that we are all celebrating the next big thing in Flash.</p>
<p><a href="http://www.make-some-noise.info/2008/05/15/adobe-is-finally-making-some-noise/">Read on at Adobe, MAKE SOME NOISE</a> | <a href="http://labs.adobe.com/technologies/flashplayer10/">Countless more delightful features in FP10</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2008/tinic-uro-you-rock/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Away3D &#8211; A 3d demo convinces entirely</title>
		<link>http://blog.andre-michelle.com/2008/away3d-a-3d-demo-that-convinces/</link>
		<comments>http://blog.andre-michelle.com/2008/away3d-a-3d-demo-that-convinces/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 08:48:58 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[links]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2008/away3d-a-3d-demo-that-convinces/</guid>
		<description><![CDATA[We all know the current hype on papervision3d and I really admire the effort the whole team put into it. However I spend a lot of time talking to Fabrice Closier on the last Flash conferences and he pointed me to their latest demo. He almost let me forget, that we all still need to [...]]]></description>
			<content:encoded><![CDATA[<p>We all know the current hype on <a href="http://blog.papervision3d.org">papervision3d</a> and I really admire the effort the whole team put into it. However I spend a lot of time talking to <a href="http://www.away3d.com">Fabrice Closier</a> on the last Flash conferences and he pointed me to their <a href="http://away3d.com/away3d-temple-version-194-released">latest demo</a>. He almost let me forget, that we all still need to deal with <a href="http://lab.andre-michelle.com/linear-texture-mapping">linear texture mapping</a> in Flash. The perspective texture correction is so convincing, I am really impressed. It is actually very difficult to keep control of it, while moving the camera close to polygons. So keep an eye on this <a href="http://www.away3d.com">engine</a> as well. Great work, Fabrice!</p>
<p><a href="http://www.away3d.com">Away3D</a> | <a href="http://blog.papervision3d.org">Papervision3D</a></p>
<p><a href="http://away3d.com/away3d-temple-version-194-released"><img src="http://away3d.com/wp-content/uploads/2008/02/temple1.jpg" alt="" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2008/away3d-a-3d-demo-that-convinces/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Popforge Updates</title>
		<link>http://blog.andre-michelle.com/2007/popforge-updates/</link>
		<comments>http://blog.andre-michelle.com/2007/popforge-updates/#comments</comments>
		<pubDate>Sun, 12 Aug 2007 21:35:52 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[announce]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/popforge-updates/</guid>
		<description><![CDATA[Joa &#038; I are very busy at the moment contributing more stuff to our little open source project PopForge. There are lots of new stuff in the line. For now, I recoded the 909 from the scratch - hopefully less CPU intensive and with better sound quality. The sound samples and grains are now stored [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://je2050.de">Joa</a> & I are very busy at the moment contributing more stuff to our little open source project <a href="http://popforge.googlecode.com">PopForge</a>. There are lots of new stuff in the line. For now, I recoded the 909 from the scratch - hopefully less CPU intensive and with better sound quality. The sound samples and grains are now stored into a single file, introducing Joa's compressing <a href="http://popforge.googlecode.com/svn/trunk/flash/PopforgeLibrary/src/de/popforge/format/furnace/">FurnaceFormat</a>. Quite elegant!</p>
<p><a href="http://popforge.googlecode.com/svn/trunk/flash/FL909/src/de/popforge/widget/fl909/">Source code 909 GUI</a> | <a href="http://popforge.googlecode.com/svn/trunk/flash/PopforgeLibrary/src/de/popforge/audio/processor/fl909/">Source code Popforge package (including 909 processor)</a></p>
<p>Furthermore I have updated the <a href="http://blog.andre-michelle.com/2007/air909-first-air-application/">AIR version of the 909</a>. You can now stream a Wavefile to disk while playing your session. If <a href="http://labs.adobe.com/technologies/air/">AIR</a> will be some day as distributed as the FlashPlayer, we will have good times. I like it. Joa is also preparing FUI, a smart and simple GUI Creationset to build UIs in actually no time. This will be a huge timesaver for creating and debugging synthesizer and effect devices.</p>
<p>Rock'N'Roll!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/popforge-updates/feed/</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Air909 &#8211; First Air Application</title>
		<link>http://blog.andre-michelle.com/2007/air909-first-air-application-2/</link>
		<comments>http://blog.andre-michelle.com/2007/air909-first-air-application-2/#comments</comments>
		<pubDate>Fri, 10 Aug 2007 11:26:08 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/air909-first-air-application/</guid>
		<description><![CDATA[I decided to give AIR a try building my 909 as an AIR application. It comes now with a chromeless, shaped window and save/load functionality to store the whole content (including the parameter values) of the 909 permanently to your harddrive. I have rewritten the 909 engine for making it open source in the next [...]]]></description>
			<content:encoded><![CDATA[<p>I decided to give <a href="http://labs.adobe.com/technologies/air/">AIR</a> a try building my <a href="http://blog.andre-michelle.com/2007/umz-tzz-buzz-tzz-umz-tzz-buzz/">909</a> as an AIR application. It comes now with a chromeless, shaped window and save/load functionality to store the whole content (including the parameter values) of the 909 permanently to your harddrive. I have rewritten the 909 engine for making it open source in the next time. Everything should sound as before, even  better and less CPU intensive.</p>
<p>Make sure you have the <a href="http://labs.adobe.com/downloads/air.html">Adobe Integrated Runtime (AIR)</a> installed.</p>
<p><del datetime="2009-12-16T10:35:02+00:00">Install Air909</del> and share your beats!</p>
<p><strong>Please update to the latest version. There was a serious playback bug, that causes clicks.</strong><br />
<strong>NEW: Hold SHIFT while clicking START to save a WAV - stream directly to your harddrive!</strong></p>
<p>Note: Make sure you save the file with the <strong>*.909</strong> extension.</p>
<p><img src="http://blog.andre-michelle.com/upload/air909.jpg" alt="#" /></p>
<p>David Rowald <a href="http://www.extrajetzt.de/subdomains/blog/?p=512">captured</a> me while playing around with the 909 and put it on youtube. Damn you ;)</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/air909-first-air-application-2/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Multitouchscreen AS3 controlled</title>
		<link>http://blog.andre-michelle.com/2007/multitouchscreen-as3-controlled/</link>
		<comments>http://blog.andre-michelle.com/2007/multitouchscreen-as3-controlled/#comments</comments>
		<pubDate>Tue, 10 Jul 2007 13:50:58 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/multitouchscreen-as3-controlled/</guid>
		<description><![CDATA[Oh well, I need such a device. It is so elegant to work with. This application by Tim Roth is above all controlled by AS3. If you speak german you can follow this thread in the german flashforum.
via Jens Franke


]]></description>
			<content:encoded><![CDATA[<p>Oh well, I need such a device. It is so elegant to work with. This application by <a href="http://www.timroth.de/180/">Tim Roth</a> is above all controlled by AS3. If you speak german you can follow this <a href="http://www.flashforum.de/forum/showthread.php?t=236817">thread</a> in the german <a href="http://www.flashforum.de">flashforum</a>.</p>
<p><a href="http://blog.jensfranke.com/2007/07/10/multi-touch-as3/">via Jens Franke</a></p>
<p><span id="more-165"></span><br />
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/TJF4sUs0dZ0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/TJF4sUs0dZ0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/multitouchscreen-as3-controlled/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Weird behavior of numbers in as3</title>
		<link>http://blog.andre-michelle.com/2007/weird_behavior_of_numbers_in_as3/</link>
		<comments>http://blog.andre-michelle.com/2007/weird_behavior_of_numbers_in_as3/#comments</comments>
		<pubDate>Tue, 05 Jun 2007 12:22:08 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/171/</guid>
		<description><![CDATA[My colleague Bram de Jong at splicemusic did some tests with number types in arrays to find out, if we can save memory somehow. However his findings are rather not expected that way. Numbers can loose their type in an irreproducible way.
So lets try:
&#160;
trace&#40; getQualifiedClassName&#40; uint&#40; 0 &#41; &#41; &#41;; // int
trace&#40; '28bits', getQualifiedClassName&#40; uint&#40; [...]]]></description>
			<content:encoded><![CDATA[<p>My colleague <a href="http://bram.smartelectronix.com">Bram de Jong</a> at <a href="http://blog.andre-michelle.com/2007/the-calm-before-the-storm/">splicemusic</a> did some tests with number types in arrays to find out, if we can save memory somehow. However his findings are rather not expected that way. Numbers can loose their type in an irreproducible way.</p>
<p>So lets try:</p>
<pre class="actionscript">&nbsp;
<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span> getQualifiedClassName<span style="color: #66cc66;">&#40;</span> uint<span style="color: #66cc66;">&#40;</span> <span style="color: #cc66cc;">0</span> <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span>; <span style="color: #808080; font-style: italic;">// int</span>
<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span> <span style="color: #ff0000;">'28bits'</span>, getQualifiedClassName<span style="color: #66cc66;">&#40;</span> uint<span style="color: #66cc66;">&#40;</span> 0x0fffffff <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span>; <span style="color: #808080; font-style: italic;">// int</span>
<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span> <span style="color: #ff0000;">'29bits'</span>, getQualifiedClassName<span style="color: #66cc66;">&#40;</span> uint<span style="color: #66cc66;">&#40;</span> 0x1fffffff <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span>; <span style="color: #808080; font-style: italic;">// Number</span>
&nbsp;</pre>
<p>Above all check this:</p>
<pre class="actionscript">&nbsp;
			<span style="color: #000000; font-weight: bold;">var</span> num: uint;
&nbsp;
			<span style="color: #b1b100;">for</span><span style="color: #66cc66;">&#40;</span> <span style="color: #000000; font-weight: bold;">var</span> i: <span style="color: #0066CC;">int</span> = <span style="color: #cc66cc;">0</span> ; i &lt; <span style="color: #cc66cc;">64</span> ; i++ <span style="color: #66cc66;">&#41;</span>
			<span style="color: #66cc66;">&#123;</span>
				num = <span style="color: #cc66cc;">1</span> &lt;&lt; i;
&nbsp;
				<span style="color: #0066CC;">trace</span><span style="color: #66cc66;">&#40;</span> i, getQualifiedClassName<span style="color: #66cc66;">&#40;</span> num <span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">&#41;</span>;
			<span style="color: #66cc66;">&#125;</span>
&nbsp;</pre>
<p>From 0 to 27 it is int<br />
From 28 to 31 it is Number<br />
From 32 to 59 it is int (again)<br />
From 60 to 63 it is Number (again)</p>
<p>The disadvantage of this is that Numbers are slower in computation as well as reading, writing in an Array. And however it doesn't make any sense at all. Bram has already sent a note to adobe. I'll keep you updated.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/weird_behavior_of_numbers_in_as3/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>SimpleMouseEvents (onReleaseOutside, onDragOut,&#8230;)</title>
		<link>http://blog.andre-michelle.com/2007/simplemouseevents-onreleaseoutside-ondragout/</link>
		<comments>http://blog.andre-michelle.com/2007/simplemouseevents-onreleaseoutside-ondragout/#comments</comments>
		<pubDate>Mon, 21 May 2007 18:33:13 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/simplemouseevents-onreleaseoutside-ondragout/</guid>
		<description><![CDATA[Some of the most confronted issues in AS3 are the missing mouse events as onReleaseOutside, onDragOut, onDragOver and so on. I saw that question over all boards. While coding the TR909, I had the same problem and I tried to figure out a common solution. I wrote a wrapper class, which adds itself as a [...]]]></description>
			<content:encoded><![CDATA[<p>Some of the most confronted issues in AS3 are the missing mouse events as onReleaseOutside, onDragOut, onDragOver and so on. I saw that question over all boards. While coding the <a href="http://blog.andre-michelle.com/2007/umz-tzz-buzz-tzz-umz-tzz-buzz">TR909</a>, I had the same problem and I tried to figure out a common solution. I wrote a wrapper class, which adds itself as a listener to the passed target object. It takes care of the fact, that the stage can be null (required for releaseOutside) and the stage focus. It also provides (if necessary) the trackAsMenu mode to receive onDragOut, onDragOver, if the target itself doesn't have the focus.</p>
<p><a href="http://blog.andre-michelle.com/upload/SimpleMouseEvents.zip">source code + sample application</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/simplemouseevents-onreleaseoutside-ondragout/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
		</item>
		<item>
		<title>Flash sound issues on vista</title>
		<link>http://blog.andre-michelle.com/2007/flash-sound-issues-on-vista/</link>
		<comments>http://blog.andre-michelle.com/2007/flash-sound-issues-on-vista/#comments</comments>
		<pubDate>Fri, 18 May 2007 17:24:05 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/flash-sound-issues-on-vista/</guid>
		<description><![CDATA[I installed Windows Vista today and besides having problems getting familiar with the new look and locations of stuff, I found that the onSoundComplete event is completely out of time on any player I tested. So even in the standalone with the classic design it is really glitchy. Damm, this breaks my flow in programming [...]]]></description>
			<content:encoded><![CDATA[<p>I installed Windows Vista today and besides having problems getting familiar with the new look and locations of stuff, I found that the <a href="http://livedocs.adobe.com/flex/2/langref/flash/media/SoundChannel.html#event:soundComplete">onSoundComplete event</a> is completely out of time on any player I tested. So even in the standalone with the classic design it is really glitchy. Damm, this breaks my flow in programming audio stuff for flash. I am really thinking of getting back to XP for the time it isn't fixed. I found this <a href="http://dalefraser.blogspot.com/2007/05/vista-flash-sound-issues.html">blog entry</a>, but I do not have the sound card settings as him.</p>
<p>Any change to get some official notes on this?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/flash-sound-issues-on-vista/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>APE (Actionscript Physics Engine)</title>
		<link>http://blog.andre-michelle.com/2007/ape-actionscript-physics-engine/</link>
		<comments>http://blog.andre-michelle.com/2007/ape-actionscript-physics-engine/#comments</comments>
		<pubDate>Thu, 10 May 2007 16:35:19 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2007/ape-actionscript-physics-engine/</guid>
		<description><![CDATA[Alec Cove released a new demo of his physics engine APE. It is really impressive and runs very smooth.
Worth a visit!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cove.org">Alec Cove</a> released a <a href="http://www.cove.org/ape/demo1.htm">new demo</a> of his physics engine <a href="http://www.cove.org/ape/index.htm">APE</a>. It is really impressive and runs very smooth.</p>
<p>Worth a visit!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2007/ape-actionscript-physics-engine/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>cubicvr is opensource again on popforge</title>
		<link>http://blog.andre-michelle.com/2006/cubicvr-is-opensource-again-on-popforge/</link>
		<comments>http://blog.andre-michelle.com/2006/cubicvr-is-opensource-again-on-popforge/#comments</comments>
		<pubDate>Fri, 17 Nov 2006 09:48:00 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>
		<category><![CDATA[announce]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/cubicvr-is-opensource-again-on-popforge/</guid>
		<description><![CDATA[No further developing from my site, since I'm too busy with more important projects :)
cubicVR
]]></description>
			<content:encoded><![CDATA[<p>No further developing from my site, since I'm too busy with more important projects :)</p>
<p><a href="http://cubicvr.popforge.de">cubicVR</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/cubicvr-is-opensource-again-on-popforge/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Scratch My Back !</title>
		<link>http://blog.andre-michelle.com/2006/scratch-my-back/</link>
		<comments>http://blog.andre-michelle.com/2006/scratch-my-back/#comments</comments>
		<pubDate>Sun, 06 Aug 2006 18:40:18 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/scratch-my-back/</guid>
		<description><![CDATA[http://lab.andre-michelle.com > F9: Audio > scratch
Make sure you have a fast computer, since I adjust a very small latency to get almost immediately feedback on you movements.
Scratch My Back !
]]></description>
			<content:encoded><![CDATA[<p><a href="http://lab.andre-michelle.com">http://lab.andre-michelle.com</a> > F9: Audio > scratch</p>
<p>Make sure you have a fast computer, since I adjust a very small latency to get almost immediately feedback on you movements.</p>
<p>Scratch My Back !</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/scratch-my-back/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Supermario Modplayer</title>
		<link>http://blog.andre-michelle.com/2006/supermario-modplayer/</link>
		<comments>http://blog.andre-michelle.com/2006/supermario-modplayer/#comments</comments>
		<pubDate>Sun, 30 Jul 2006 23:58:35 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/supermario-modplayer/</guid>
		<description><![CDATA[Everything seems to be possible now. After implementing a lot of new features to my current AudioBufferEngine, Joa Ebert pointed me directly to the mod-format. There are tons of songs outside in the net. Here is just the first one and of course, it has to be Super Mario. Underlay your flashgames with 8bit music.

]]></description>
			<content:encoded><![CDATA[<p>Everything seems to be possible now. After implementing a lot of new features to my current <a href="http://blog.andre-michelle.com/2006/how-cool-is-audioprogramming/">AudioBufferEngine</a>, <a href="http://www.je2050.de">Joa Ebert</a> pointed me directly to the mod-format. There are <a href="http://www.mono211.com/st-00/chip.html">tons of songs</a> outside in the net. Here is just the first one and of course, it has to be Super Mario. Underlay your flashgames with 8bit music.</p>
<p><span id="more-119"></span><br />

<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
			id="fm_supermario.mod_888357858"
			class="flashmovie"
			width="512"
			height="72">
	<param name="movie" value="/upload/supermario.mod.swf" />
	<!--[if !IE]>-->
	<object	type="application/x-shockwave-flash"
			data="/upload/supermario.mod.swf"
			name="fm_supermario.mod_888357858"
			width="512"
			height="72">
	<!--<![endif]-->
		
	<!--[if !IE]>-->
	</object>
	<!--<![endif]-->
</object>
<p>Just 25KB and a stereodelay with short offsets for super-sonic-super-mario-sound :)<br />
Believe it or not, I could easily mix a 909 drumset into the stream. Stay tuned...</p>
<p><a href="http://digg.com/music/ModPlayer_for_Flash9">digg this</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/supermario-modplayer/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Flex2 Beta3 disappointments</title>
		<link>http://blog.andre-michelle.com/2006/flex2-beta3-disappointments/</link>
		<comments>http://blog.andre-michelle.com/2006/flex2-beta3-disappointments/#comments</comments>
		<pubDate>Tue, 09 May 2006 11:20:01 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/flex2-beta3-disappointments/</guid>
		<description><![CDATA[I cannot couch my disappointment about the current beta3 related to the BitmapData.setPixel method.
A simple test confirms, that the setPixels method is now 30% slower than before. After that test, I converted my 3dengine (beta2) to the current beta3 and the framerate drops from 76 to 55FPS. So, simply put, I will abort the research [...]]]></description>
			<content:encoded><![CDATA[<p>I cannot couch my disappointment about the current beta3 related to the BitmapData.setPixel method.<br />
A simple test confirms, that the setPixels method is now 30% slower than before. After that test, I converted my <a href="http://recycle.andre-michelle.com/as3/beta2/perspective.texture.mapping">3dengine (beta2)</a> to the current beta3 and the framerate drops from 76 to 55FPS. <del>So, simply put, I will abort the research about-perspective texture-mapping in AS3.</del></p>
<p>I know, there are many wonderfull things to do with AS3, but hey, it <del>was</del> is still a dream...</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/flex2-beta3-disappointments/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>AS3 Sound Radar</title>
		<link>http://blog.andre-michelle.com/2006/as3-sound-radar/</link>
		<comments>http://blog.andre-michelle.com/2006/as3-sound-radar/#comments</comments>
		<pubDate>Tue, 25 Apr 2006 09:05:05 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/as3-sound-radar/</guid>
		<description><![CDATA[flash 8.5 player required &#124; source

]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.macromedia.com/software/flashplayer/public_beta/">flash 8.5 player required</a> | <a href="http://recycle.andre-michelle.com">source</a></p>
<p><a href="http://lab.andre-michelle.com/soundradar"><img src="http://recycle.andre-michelle.com/as3/beta2/sound.radar/screenshot.gif" alt="" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/as3-sound-radar/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Missing things TOP3: Solid FPS</title>
		<link>http://blog.andre-michelle.com/2006/missing-things-top3-solid-fps/</link>
		<comments>http://blog.andre-michelle.com/2006/missing-things-top3-solid-fps/#comments</comments>
		<pubDate>Tue, 18 Apr 2006 10:43:45 +0000</pubDate>
		<dc:creator>Andre Michelle</dc:creator>
				<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/missing-things-top3-solid-fps/</guid>
		<description><![CDATA[A lot of new features are coming up these days, but the main problems for me in 7 years of developing flash havn't changed. These are not single feature requests, they are essential and annoying in my daily work and it's overdue to change them.

Solid and unchanged FPS in any enviroment (which has the power [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of new features are coming up these days, but the main problems for me in 7 years of developing flash havn't changed. These are not single feature requests, they are essential and annoying in my daily work and it's overdue to change them.</p>
<p><span id="more-101"></span><br />
<b>Solid and unchanged FPS in any enviroment (which has the power to)</b></p>
<p>Of course a slow computer cannot play a movie with 50 FPS, if he cannot compute every frame in the given timeframe. But I have movies, that can be played with (over) 120 FPS in a standalone player, where the IE constrained FPS to 63 and the Firefox is just dithering about 35. This seems to me improvable. There is a <a href="http://blog.andre-michelle.com/2005/tight-fps-solution/">workaround for firefox</a>, but it sucks all CPU and isn't recommended for every os and browser.</p>
<p><strong>I had some new findings today about firefox, which has to be proofed. Please go through these steps:</strong></p>
<p>Make sure you have a fast computer (+2.5Ghz).<br />
Open a study with IE on my <a href="http://lab.andre-michelle.com">lab</a>, e.g. <i>F8: MATRIX/mode7</i>.<br />
You should have easily about 63 FPS.<br />
Close IE and switch to Firefox to open the same study.<br />
Watch the FPS decreasing to about 35 after 2 seconds.<br />
Open a bookmark in another TAB (make sure, its a big website, which takes some time to load > flashkit).<br />
<em><b>Switch back to the TAB with the study and watch the FPS increasing to 120 (regarding to mode7 study) while loading another site.</b></em><br />
Be suprised. (?) (I tried to fake this behavior by loading and/or requesting files from the swf, but it doesn't act the same way)</p>
<p>I could imagine, that it is a lot a work to change, cause you have to test a lot of systems, but it worth to do, it is the heart of any project.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.andre-michelle.com/2006/missing-things-top3-solid-fps/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
	</channel>
</rss>
