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]); } } } }