(需要首先将mp3转换为swf,再对转换后的swf进行处理,才能正确显示声音频谱),可以说Flash8及以下的版本对声音的支持是有限的,而Flash9在此方面进行了升级,对声音的处理能力大为提升,下面发一个用flash9制作的播放音乐时频谱真实显示的小实例(参考了他人心得),界面如下图1:
1.打开Flash9,在主场景第一帖上(仅此一帧):
import flash.display.Sprite;
import flash.display.BlendMode; //混合模式类
import flash.events.*; //事件类
import flash.media.Sound; //声音类
import flash.media.SoundMixer; //混音器类
import flash.media.SoundChannel; //声道类
import flash.net.URLRequest; //URLRequest类
import flash.utils.ByteArray; //ByteArray类
import flash.display.Bitmap; //位图类
import flash.display.BitmapData;
import flash.filters.BlurFilter; //滤镜类
import flash.filters.ColorMatrixFilter;
import flash.filters.BitmapFilterQuality; //滤镜品质类
import flash.geom.Rectangle; //矩形类
import flash.geom.Point; //Point类(点)
Stage.showDefaultContextMenu = false;
//声明用来包含line和bg的Sprite
var Main:Sprite=new Sprite();
//声明用来画线的Sprite
var line:Sprite=new Sprite();
//声明用来放位图数据的BitmapData
var bmpData:BitmapData=new BitmapData(350,200,true,0xFF0000);
//声明用来显示效果的Bitmap
var bmp:Bitmap=new Bitmap(bmpData);
//声明一个ByteArray对象
var bArray:ByteArray = new ByteArray();
//声明一个数组对象
var Ary:Array;
//声明两个数字对象
var n:Number = 0;
var c:Number = 0;
//声明一个ColorMatrix滤镜
var colorM:ColorMatrixFilter=new ColorMatrixFilter([0.98,0,0,0,0,0,0.98,0,0,0,0,0,0.98,0,0,0,0,0,0.90,0,]);
//声明一个BlurFilter滤镜
var blur:BlurFilter = new BlurFilter(7,7,BitmapFilterQuality.LOW);
//声明一个矩形
var r:Rectangle=new Rectangle(0,0,350,200);
//声明一个点
var point=new Point(0,0);
function showBar1(event:Event):void{
n = 0;
//这里是为了每2次才执行一次滤镜而做的if,如果需要让原来的波形图消失的更慢就把2改成更大的数字
if(c%2==0){
//将Main的内容绘制到bmpData
bmpData.draw(Main);
//应用滤镜
bmpData.applyFilter(bmpData,r,p,colorM);
bmpData.applyFilter(bmpData,r,p,blur);
}
c++;
//清除绘图
line.graphics.clear();
//设置线条样式,颜色green,宽度1,透明度100
line.graphics.lineStyle(1,0x00CC00,100);
//将当前声音输出为ByteArray,注意哦,这次用的是false,上次是true
SoundMixer.computeSpectrum(bArray,false,0);
for(var i=0; i<256; i+=2){
//在ByteArray中读取一个32位的单精度浮点数
n = bArray.readFloat();
//这个实际作用是把n扩大一下
n = n*360;
//如果i不为0
if(i!=0){
//画波形图
line.graphics.lineTo(50+i,100-n/5);
}else{
//移动
line.graphics.moveTo(50,100-n/5);
}
}
}
//
play_btn.addEventListener(MouseEvent.MOUSE_DOWN,playSounds);
stop_btn.addEventListener(MouseEvent.MOUSE_DOWN,stopSounds);
pause_btn.addEventListener(MouseEvent.MOUSE_DOWN,pauseSounds);
var kaiguan:Boolean =false;
function playSounds(event:MouseEvent):void {
if(kaiguan){
_channel = _sound.play(_position);
kaiguan=false;
}
}
function stopSounds(event:MouseEvent):void {
//....设置为0位置才能使进度条归零.....
_channel = _sound.play(0);
//......停止声音的方法........
SoundMixer.stopAll( );
kaiguan=true;
}
function pauseSounds(event:MouseEvent):void {
if(!kaiguan) {
_position = _channel.position;
_channel.stop( );
kaiguan = !kaiguan;
}
}
//
var _position:int =0;
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void{
//..........进度条初始值.........................
var barWidth:int = 271;
var barHeight:int = 5;
var loaded:int = _sound.bytesLoaded;
var total:int = _sound.bytesTotal;
var length:int = _sound.length;
_position = _channel.position;
//................ 画进度条背景....................................
graphics.clear( );
graphics.beginFill(0x333333);
graphics.drawRect(40, 187, barWidth, barHeight);
graphics.endFill( );
//..................................................................
//.............时间显示设置区................................................
var miao:int=Math.round(length/1000)-Math.round(length/60000)*60;
var fen:int=Math.round(length/60000);
if(fen<10){
if(Math.abs(miao)<10){
musicTimer.text="0"+fen+":0"+ Math.abs(miao);
}else{
musicTimer.text="0"+fen+":"+ Math.abs(miao);}
}else{
if(Math.abs(miao)<10){
musicTimer.text=fen+":0"+ Math.abs(miao);
}else{
musicTimer.text=fen+":"+ Math.abs(miao);
}
}
var playmiao:int=_position/1000;
if(playmiao<60){
if(playmiao<10){
musicPlayingTimer.text="00:0"+playmiao;
}else{
musicPlayingTimer.text="00:"+playmiao;
}
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