Live Instrumentation in Flash Part 7 – Beyond Flash

At the heart of all our audio generation lies one simple Flash feature – the sample data event. Can we find things outside of Flash that will let us do similar things? The answer is….of course!  People have been writing…

the attack, decay, sustain, and release phases

Live Instrumentation in Flash Part 5 – Voice Synthesis

So far, we’ve discussed how to create tones, notes, and chords.  We’ve also gone into several different algorithms to change how a digital instrument sounds.  Changing how our digital instrument sounds is a lot more than simply changing the algorithm…

Live Instrumentation in Flash Part 4 – A Little Music Theory

In the last post, I threw a number at you: 440.  This was the frequency I put in my code to make the resulting audio sample listenable. Well, it was no accident.  440 cycles is actually a middle A. A…

a line that cycles from going up and up, but resetting at 0 again

Live Instrumentation in Flash Part 3 – Generating a Tone

Basic Sine Wave Generation OK!  Lets step into the wayback machine and go back to part 1 of this series.  We were talking about building audio samples with a byte array var bytes:ByteArray = new ByteArray(); for (var c:int =…

Live Instrumentation in Flash Part 2 – Enter Flashamaphone

As I said in part 1 of this Live Instrumentation series, working with byte arrays can be hard, and take some getting used to.  I still stand by the statement that you shouldn’t be afraid though!  One of the best…