actionscript-3audiopitch

Controlling Sound Pitch With Actionscript 3.0?


after browsing the documentation for the sound classes, it seems there is no way to control sound pitch with Actionscript 3.0. there is only the ability to control volume and pan. why is there no pitch property? it's the only sound property missing for the ability to create a full featured sound engine in Actionscript?

i hope i'm misinformed, but in case i'm not are there any alternatives / workarounds to control pitch in AS3?


Solution

  • Andre Michelle has a great article on Pitch control with actionscript 3.0

    For reference, here is Andre's sample code:

    package components
    {
        import flash.events.Event;
        import flash.events.SampleDataEvent;
        import flash.media.Sound;
        import flash.net.URLRequest;
        import flash.utils.ByteArray;
    
        /**
         * @author Andre Michelle (andre.michelle@gmail.com)
         */
        public class MP3Pitch 
        {
            private const BLOCK_SIZE: int = 3072;
    
            private var _mp3: Sound;
            private var _sound: Sound;
    
            private var _target: ByteArray;
    
            private var _position: Number;
            private var _rate: Number;
    
            public function MP3Pitch( url: String )
            {
                _target = new ByteArray();
    
                _mp3 = new Sound();
                _mp3.addEventListener( Event.COMPLETE, complete );
                _mp3.load( new URLRequest( url ) );
    
                _position = 0.0;
                _rate = 1.0;
    
                _sound = new Sound();
                _sound.addEventListener( SampleDataEvent.SAMPLE_DATA, sampleData );
            }
    
            public function get rate(): Number
            {
                return _rate;
            }
    
            public function set rate( value: Number ): void
            {
                if( value < 0.0 )
                    value = 0;
    
                _rate = value;
            }
    
            private function complete( event: Event ): void
            {
                _sound.play();
            }
    
            private function sampleData( event: SampleDataEvent ): void
            {
                //-- REUSE INSTEAD OF RECREATION
                _target.position = 0;
    
                //-- SHORTCUT
                var data: ByteArray = event.data;
    
                var scaledBlockSize: Number = BLOCK_SIZE * _rate;
                var positionInt: int = _position;
                var alpha: Number = _position - positionInt;
    
                var positionTargetNum: Number = alpha;
                var positionTargetInt: int = -1;
    
                //-- COMPUTE NUMBER OF SAMPLES NEED TO PROCESS BLOCK (+2 FOR INTERPOLATION)
                var need: int = Math.ceil( scaledBlockSize ) + 2;
    
                //-- EXTRACT SAMPLES
                var read: int = _mp3.extract( _target, need, positionInt );
    
                var n: int = read == need ? BLOCK_SIZE : read / _rate;
    
                var l0: Number;
                var r0: Number;
                var l1: Number;
                var r1: Number;
    
                for( var i: int = 0 ; i < n ; ++i )
                {
                    //-- AVOID READING EQUAL SAMPLES, IF RATE < 1.0
                    if( int( positionTargetNum ) != positionTargetInt )
                    {
                        positionTargetInt = positionTargetNum;
    
                        //-- SET TARGET READ POSITION
                        _target.position = positionTargetInt << 3;
    
                        //-- READ TWO STEREO SAMPLES FOR LINEAR INTERPOLATION
                        l0 = _target.readFloat();
                        r0 = _target.readFloat();
    
                        l1 = _target.readFloat();
                        r1 = _target.readFloat();
                    }
    
                    //-- WRITE INTERPOLATED AMPLITUDES INTO STREAM
                    data.writeFloat( l0 + alpha * ( l1 - l0 ) );
                    data.writeFloat( r0 + alpha * ( r1 - r0 ) );
    
                    //-- INCREASE TARGET POSITION
                    positionTargetNum += _rate;
    
                    //-- INCREASE FRACTION AND CLAMP BETWEEN 0 AND 1
                    alpha += _rate;
                    while( alpha >= 1.0 ) --alpha;
                }
    
                //-- FILL REST OF STREAM WITH ZEROs
                if( i < BLOCK_SIZE )
                {
                    while( i < BLOCK_SIZE )
                    {
                        data.writeFloat( 0.0 );
                        data.writeFloat( 0.0 );
    
                        ++i;
                    }
                }
    
                //-- INCREASE SOUND POSITION
                _position += scaledBlockSize;
            }
        }
    }
    

    Basic usage would be something like:

    //create an MP3Pitch instance and load a sound
    var mp3:MP3Pitch = new MP3Pitch("/path/to/your/file.mp3");
    //change the pitch via rate setter
    mp3.rate += 0.5