512 particles are released with instructions to randomly disperse throughout the scene. Variants include friction and wander. Particle location is constantly tracked and more particles are drawn at that location. These particles are sized and alpha’d according to stage location creating a “corridor”.
Music visualization occurs by looping through SoundMixer.computeSpectrum and creating a ByteArray. Each of the 512 particles are controlled the ByteArray which conveniently contains 512 bytes of data. Each byte contains a floating-point value. This value determines the individual particles scale and glow.
I hope to make this more interesting if/when I get some free time.
drawn entirely with code, with an assist from radiohead.
Think of code as the ‘painter’. The ‘painter’ analyzes the the color of each pixel in the image you pass it. Other code analyzes Mp3 data and controls the ‘painter’. Thus, the ‘painting’ is performed using music as the artist.
Remember when I used to take photographs and post them on flickr?
Well, I guess I’ve been distracted making things, rather than just recording them.
This is one of those things. A sound visualization engine built in Actionscript. It works by analyzing the raw data of an mp3 file, taking a snapshot of its sound wave every 31 milliseconds and placing it into a ByteArray. The ByteArray is fixed to 512 floating-point values, where the first 256 values represent the left channel, and the second 256 values represent the right channel of audio. I then loop through all 512 channels and assign animations based on each (again every 31 milliseconds). The animation effects are assigned randomly applying blurring, scaling, motion and sizing based on the sound wave values. For added effect I added a photo of cannon beach I took and masked it with the sound wave. After all the song is about a beach.