AS3 CookBook学习整理(十二)
1. 获得声音文件及当前下载量的大小
通过Sound对象的bytesTotal和bytesLoaded属性
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundLoaderContext;
import flash.net.URLRequest;
public class Sample0618 extends Sprite
{
private var bar:Sprite;
private var music:Sound;
public function Sample0618()
{
var progressBar:Sprite = new Sprite();
progressBar.graphics.beginFill(0xFFFFFF);
progressBar.graphics.drawRect(0,0,300,5);
progressBar.graphics.endFill();
progressBar.x = progressBar.y = 100;
bar = new Sprite();
progressBar.addChild(bar);
this.addChild(progressBar);
music = new Sound(new URLRequest("http://bbs.yawb.net/music/nobody.mp3"));
music.play();
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
if(music.bytesTotal>0)
{
var percent:Number = music.bytesLoaded/music.bytesTotal;
bar.graphics.clear();
bar.graphics.beginFill(0xCCCCCC);
bar.graphics.drawRect(0,0,300*percent,5);
bar.graphics.endFill();
}
}
}
}2. 读取声音文件的ID3标签数据
MP3声音文件可以包含ID3标签,标签大多包含一些如songname,artist,album,genre,year等元数据,不过并不是都有,但大多数情况下都有songname和artist标签
通过Sound对象的id3属性可获得这些数据,如:_sound.id3.songName
如果歌曲还没有下载到swf中,id3数据是不能够被访问的,可以监听Sound对象的ID3事件来判断id3数据是否已下载:_sound.addEventListener(Event.ID3, onID3);
package {
import flash.display.Sprite;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.events.Event;
import flash.text.TextField;
public class Sample0618 extends Sprite
{
private var _sound:Sound;
public function Sample0618()
{
_sound = new Sound(new URLRequest("Sleepsong.mp3"));
_sound.addEventListener(Event.ID3, onID3);
_sound.play( );
}
public function onID3(event:Event):void
{
// Create a text field and display it
var id3Display:TextField = new TextField( );
addChild(id3Display);
id3Display.x = 10;
id3Display.y = 20;
id3Display.width = 200;
id3Display.height = 200;
id3Display.background = true;
id3Display.multiline = true;
id3Display.wordWrap = true;
id3Display.appendText(_sound.id3.songName + "\n");
id3Display.appendText(_sound.id3.artist + "\n");
id3Display.appendText(_sound.id3.album + "\n");
id3Display.appendText(_sound.id3.year + "\n");
}
}
}3. 判定音乐是否播放完毕(soundComplete事件)
很多情况下我们需要知道因为是否播放完毕,例如,音乐播放器的播放列表,需要判定是否播放完毕以便播放下一首音乐
当调用Sound对象的play()方法时,它会返回一个SoundChannel(声音通道)对象,因此每一首正在播放的音乐都会产生一个SoundChannel对象,当声音播放完毕时,对应的SoundChannel对象会发出soundComplete事件,就是flsh.events.Event.SOUND_COMPLETE
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
public class Sample0618 extends Sprite
{
private var songList:Array;
private var music:Sound;
private var index:int = 0;
public function Sample0618()
{
songList = ["songs/orc.mp3","songs/dwarf.mp3","songs/night.mp3","songs/human.mp3"];
playNextSong();
}
private function playNextSong():void
{
if(index<songList.length)
{
music = new Sound(new URLRequest(songList[index]));
var sc:SoundChannel =music.play();
sc.addEventListener(Event.SOUND_COMPLETE,onSoundComplete);
index++;
}
}
private function onSoundComplete(event:Event):void
{
playNextSong();
}
}
}4. 跟踪音乐播放进度
使用Sound.length得到歌曲当前下载的长度(毫秒),SoundChannel.position得到当前的播放位置(毫秒)
Sound.length得到的并不是整首歌曲的长度,而是当前已下载的长度(毫秒)
要得到歌曲的总长度,要先得到"缓冲百分比"(bytesLoaded/bytesTotal),然后用Sound.length除以缓冲百分比,就得到了歌曲的真实长度(毫秒)
PS:可以这样理解,下载量有两种表示方式,一种是字节(byte)表示,一种是时间(毫秒)表示;字节所占的百分比 == 时间所占的百分比,用 下载量的时间表示 × 这个百分比值,就得到了歌曲总大小的时间表示
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundLoaderContext;
import flash.net.URLRequest;
public class Sample0618 extends Sprite
{
private var music:Sound;
private var sc:SoundChannel;
private var downloadBar:Sprite;
private var playBar:Sprite;
public function Sample0618()
{
var progressBox:Sprite = new Sprite();
progressBox.graphics.beginFill(0xFFFFFF);
progressBox.graphics.drawRect(0,0,300,5);
progressBox.graphics.endFill();
progressBox.x = progressBox.y = 100;
downloadBar = new Sprite();
playBar = new Sprite();
progressBox.addChild(downloadBar);
progressBox.addChild(playBar);
this.addChild(progressBox);
music = new Sound(new URLRequest("http://www.hongshizi.net/yywz/mp3/zxgq/058.mp3"));
sc = music.play();
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
if(music.bytesTotal>0)
{
var downPercent:Number = music.bytesLoaded / music.bytesTotal;
downloadBar.graphics.clear();
downloadBar.graphics.beginFill(0xCCCCCC);
downloadBar.graphics.drawRect(0,0,300*downPercent,5);
downloadBar.graphics.endFill();
if(music.length>0 && downPercent>0)
{
var songLength:int = music.length / downPercent;
var playPercent:Number = sc.position / songLength;
playBar.graphics.clear();
playBar.graphics.beginFill(0xFF0000);
playBar.graphics.drawRect(0,0,300*playPercent,5);
playBar.graphics.endFill();
}
}
}
}
}5. 暂停和继续播放音乐
通过调用Sound对象的close()方法可以停止播放,但是这样也停止了声音流,要想重新播放,必须再次调用load()方法
SoundChannel类提供了一个stop()方法,它可以让音乐暂停而不影响声音流中断,要想重新播放,调用play()方法即可
你会发现,当再次调用play()方法时,音乐会从头开始播放而不是从暂停的地方开始,这个时候需要记录SoundChannel类的position属性,把它作为play()方法的第一个参数
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
import flash.text.TextField;
public class Sample0619 extends Sprite
{
private var music:Sound;
private var sc:SoundChannel;
private var playPostion:int= 0;
private var isPlay:Boolean = false;
public function Sample0619()
{
music = new Sound(new URLRequest("钟无艳.mp3"));
var btnPlay:TextField = new TextField();
btnPlay.background = true;
btnPlay.backgroundColor = 0xFFFF00;
btnPlay.text = "播放/暂停";
btnPlay.x = btnPlay.y = 100;
btnPlay.addEventListener(MouseEvent.MOUSE_UP,onMouseUp);
this.addChild(btnPlay);
}
private function onMouseUp(event:MouseEvent):void
{
isPlay = !isPlay;
if(isPlay)
{
sc = music.play(playPostion);
}
else
{
playPostion = sc.position;
sc.stop();
}
}
}
}6. 获得音乐的左声道和右声道
任何声音,当在播放时产生强或弱的声波,我们称之为振幅,ActionScript3.0可获得一个立体声的左右声道的振幅,分别为SoundChannel的leftPeak和rightPeak属性,它们的值范围是0.0到1.0,1.0表示最大的音量
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
public class Sample0619 extends Sprite
{
private var sc:SoundChannel;
private var leftPeakBox:Sprite;
private var rightPeakBox:Sprite = new Sprite();
public function Sample0619()
{
var music:Sound = new Sound(new URLRequest("牧师们都有爱.mp3"));
sc = music.play();
leftPeakBox = new Sprite();
leftPeakBox.x = 100;
leftPeakBox.y = 100;
rightPeakBox = new Sprite();
rightPeakBox.x = 100;
rightPeakBox.y = 130;
this.addChild(leftPeakBox);
this.addChild(rightPeakBox);
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
leftPeakBox.graphics.clear();
leftPeakBox.graphics.beginFill(0xFFFF00);
leftPeakBox.graphics.drawRect(0,0,sc.leftPeak * 100,10);
leftPeakBox.graphics.endFill();
rightPeakBox.graphics.clear();
rightPeakBox.graphics.beginFill(0xFFFF00);
rightPeakBox.graphics.drawRect(0,0,sc.rightPeak * 100,10);
rightPeakBox.graphics.endFill();
}
}
}7. 停止播放所有的音乐
使用SoundMixer.stopAll()
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundMixer;
import flash.net.URLRequest;
public class Sample0619 extends Sprite
{
public function Sample0619()
{
var music1:Sound = new Sound(new URLRequest("牧师们都有爱.mp3"));
music1.play();
var music2:Sound = new Sound(new URLRequest("钟无艳.mp3"));
music2.play();
stage.addEventListener(MouseEvent.CLICK,onClick);
}
private function onClick(event:MouseEvent):void
{
SoundMixer.stopAll();
}
}
}8. 读取声音文件的声谱(波形图)
要获得声谱数据,首先要创建一个空的ByteArray:
var spectrum:ByteArray = new ByteArray();
然后再将ByteArray作为SoundMixer.computeSpectrum()方法的参数:
SoundMixer.computeSpectrum(spectrum);
当调用方法结束后,ByteArray里会生成512个浮点值(范围为-1.0到1.0),其中前256个值表示左声道,后256个值表示右声道
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundMixer;
import flash.net.URLRequest;
import flash.utils.ByteArray;
public class Sample0619 extends Sprite
{
private var bitmapData:BitmapData;
public function Sample0619()
{
bitmapData = new BitmapData(256,150,true,0xff000000);
var bitmap:Bitmap = new Bitmap(bitmapData);
bitmap.x = bitmap.y = 100;
this.addChild(bitmap);
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
var music:Sound = new Sound(new URLRequest("钟无艳.mp3"));
music.play();
}
private function onEnterFrame(event:Event):void
{
//每次都要清空位图颜色,否则会被每次生成的颜色填满位图,就没有动态效果了
bitmapData.fillRect(bitmapData.rect,0xff000000);
//每次都获取当前声音波形的快照,存入数组
var array:ByteArray = new ByteArray();
SoundMixer.computeSpectrum(array);
//读取前256个浮点值,即左声道
for(var i:int=0;i<256;i++)
{
bitmapData.setPixel32(i,array.readFloat()*20+40,0xFFFF0000);
}
//读取后256个浮点值,即右声道
for(var j:int=0;j<256;j++)
{
bitmapData.setPixel32(j,array.readFloat()*20+80,0xFF0000FF);
}
}
}
}PS:ByteArray()有一个游标,每次调用writeByte()、readFloat()等方法时,游标都会前移,可以通过访问或设置ByteArray.position来确定游标的位置
9. 改变音乐的音量和声道(平衡)
可以通过修改SoundChannel对象的soundTransform属性来设置
soundTransform属性包含两个属性:
volume(音量) -- 范围是0.0到1.0
pan(平衡) -- 范围是-1.0到1.0,-1为全左声道,1为全右声道
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.net.URLRequest;
public class Sample0619 extends Sprite
{
private var sc:SoundChannel;
public function Sample0619()
{
var music:Sound = new Sound(new URLRequest("蜀绣.mp3"));
sc = music.play();
stage.addEventListener(MouseEvent.CLICK,onClick);
}
private function onClick(event:MouseEvent):void
{
var transform:SoundTransform = new SoundTransform();
transform.volume = .5;
transform.pan = -1;
//sc.soundTransform = new SoundTransform(.5,-1);
sc.soundTransform = transform;
}
}
}10. 载入并播放视频
大部分Flash视频内容都是以.flv格式存储的,通过ActionScript在运行时载入到Flash播放器
Flash视频载入有两种形式:渐进式下载和流下载。flv流视频需要流服务器,比如Flash Media Server。相反,渐进式下载不需要额外的软件,不过ActionScript处理这两种的方式是相同的
加载并播放视频分下面几个步骤:
<1> 创建一个NetConnection对象,并调用该对象的connect()方法。如果连接没有使用流服务器的本地flv文件,则connect(null)
var nc:NetConnection = new NetConnection();
nc.connect(null);
<2> 基于NetConnection创建一个NetStream对象并指定要加载的flv文件
var ns:NetStream = new NetStream(nc);
<3> 设置NetStream对象的client属性
ns.client = this;
//……
//public function onMetaData(event:Object):void
//……
<4> 创建Video对象,并调用该对象的attachNetStream()方法附加NetStream对象
var video:Video = new Video();
video.attachNetStream(ns);
this.addChild(video);
<5> 调用NetStream对象的play()方法播放视频
ns.play("demo.flv");
package {
import flash.display.Sprite;
import flash.media.Video;
import flash.net.NetConnection;
import flash.net.NetStream;
public class Sample0622 extends Sprite
{
public function Sample0622()
{
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
ns.client = this;
var video:Video = new Video();
video.attachNetStream(ns);
this.addChild(video);
ns.play("demo.flv");
}
public function onMetaData(infoObject:Object):void
{
trace("metadata:");
for (var propName:String in infoObject)
{
trace(propName + " = " + infoObject[propName]);
}
}
}
}
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