This is a very simple Stereo Flanger algorithm I developed last night. However it has a nice bright tone color. Keep playing with the parameters. I can listen to it for hours. Move the MIX slider to the left for the original loop sound (dry).
FL909 attempts to simulate the original sound of the Roland TR-909. This drumcomputer hits the market 1984 and was a long time the state of art in house and techno productions. Shift-Click the Step-buttons for accent triggers. Shift-Click-Move knobs for smoother resolution. Press Save to store a snapshot of the current settings to a flash cookie. Restore snapshot by pressing Load. Clear to delete all patterns and reset all knobs. Drag and drop a pattern button (invisible) to copy a pattern to a new location.
Move you mouse to attract the particles. They will leave a color trace on their way. Click to clear the canvas.
Need a rest? Watch these cute sound particles, representing notes from different patterns, which are mixed together to keep the suspense. This experiment is completely synthesized running a polyphonic synthesizer, based on this study and a stereo-delay on 16Bit, 22.050Khz.
They are no external sources, just code. The size of the SWF is about 8kb. If your computer is too slow, try the video I’ve uploaded to youtube.
Chill out planet earth!
This is a very simple particle system drawing their movement-paths with lines. They are actually moving in 2D, but from time to time the resulting image looks like 3D.
Another implementation of having one particle for each pixel of a bitmap. Hold mouse and move.
This name is an invention, but this is how it works. There are n poles (3-64), which are attracted by force to their neighboor. By increasing the number of poles, the computed sound gets more complex with a lot of harmonics, where the waveform oscillate itself by the pole forces. If you be patient and try out some combination you can find some very nice atmospheric sounds. The amplitude between the poles is cubic interpolated.
Note: Changing the poles count affects crack sounds, since the waveform resets without respect to any zero crossings. Tipp: You can click the slider bar to change the poles count without sliding. Update: Added rate parameter, which affects the speed of each pole.
Caution: Old Macs may produce noise.
This is a bug - upcoming audiostudies will run fine.
This is a simple 3 Band EQ-Filter with 4 poles. Modify the gain for each frequency band with the sliders.
Caution: Old Macs may produce noise.
This is a bug - upcoming audiostudies will run fine.
Any other waveform than Sinus produces harmonics. To figure out, how they sound, I have written a Pulse-Quad-Morpher, which morphs a Pulsewave with different pulse width (middle slider) into a quadric curve waveform (top slider). The bottom slider is to adjust the frequency. Note, that zero and one are illegal values for the pulse width, since only one value is produced, which is not a waveform.
Caution: Old Macs may produce noise.
This is a bug - upcoming audiostudies will run fine.
This is an example, how to use BitmapFilters, a BlendMode and Gradients to provide some kind of aqua design.
Another implementation of the computeSpectrum method coming as an oldschool equalizer device, displaying frequency peaks. The panel is only updated every 46 milliseconds, since I have the feeling, that the spectrum isn’t computed more often internally as the properties rightPeak and leftPeak from a SoundChannel.
Btw: I found this dj-mix somewhere in the internet by DJ Saleem, called Bass Lounge. After a while there is too much singing for me. Nice music anyway.
UPDATE: redesign of the device.
I’ve created these flags for the WM2006 in germany. They are computed by perlinNoised displacement- bitmap.
An isometric like visualisation of an audio frequence spectrum.
Update: Slight changes & new music (warp)
Combine 3000 particles, a blurfilter and a new gradient colorpalette to create some nice explosions. To be implement into games.
Leaving painted graphics on stage is very powerfull to create nice images with simple movement algorithms. Related to this study a few years ago, I’ve recreated it with the new BitmapData possebilities.
This AS2 code provides clipping against any orthogonal axis. Furthermore, it’s easy to extend in 3D.
I though, that this little toy was lost, but I just found a backup! This was a free personal project 2 years ago with Partrick Müller, who has coded all the backend communication.
Unfortunatley, I had not enough time to finish it, so here is a version without saving functionality.
Fast instructions:
Choose a sound in the browser panel and drag it into a free sequencer slot. Switch on some notes and click the play-button. Play around to learn the other features as soundtransform and effects. Nice, isn’t it ? We will make it better in flash9 :)
Trying to make some winamp like music visualisation patterns with the flash8 introduced bitmap manipulations. Click in the flashmovie to change the pattern.
Music by Ohrbits
This SWF computes the rectangular bounding (aabb) of a circle arc segment. This is usefull to pretest object intersections in e.g. physics engines. Drag the anchors to modify the start- and endAngle of the circle segment.
This SWF computes the rectangular bounding (aabb) of a quadric beziercurve. This is usefull to pretest object intersections in e.g. physics engines.
A CubicVR Panorama Viewer. SingleClick the red dots to navigate through the room. DoubleClick red dots on images to get the original size in a new browser window.
8bitboy is an amiga modplayer for the flash9 player. Thanks Andre Stubbe for the design and Joa Ebert for the initial idea and his Modparser.

Scratch a vinyl with actionscript. Unfortunatley you need a fast computer, since I tried to implement a very low latency time.
Combining a LineGradient with paletteMap creates this little sound spectrum radar.
Well, this is not an exact clone of the Roland TB 303, but I like the sound of this little synthesizer. Thanks Frank Baumgartner for the first introducing steps. Click in the flashmovie to have keyfocus and press any key to randomize the pattern.
This physics engine works with penetration detection of any object. If a penetration (intersection) is detected the simulation will run backwards and forwards in frame-time, untill a accurate collision time is found. After that, the last detected collision is resolved.
More features:
ConvexPolygons as Springmodels
Time-exact simulation resolve
Space-Subvision by grids
Revive is based on ‘Dynamic Intersection’, which provides very fast moving objects. The source includes some more scenes.
Some particles can move phreatic in space, where small distances between 2 particles create an attraction force. Interact with the mouse.
Tested the performance with AS3. About 9800 Particles are rotated in 3D space. Hold Mousebutton and move to rotate.
Based on this article I could rebuild the algorithm using the BitmapData methods and BitmapFilters, which is much faster than a AVM1 loop.
Creating a flame with BitmapData.draw and paletteMap. This flame matches better in arcade games.
First attempt to create a flame with a convolution matrix and flame color palette.
A combination of a Bevel- and DisplacementMapFilter provides this kind of glass effect.
A DisplacementMapFilter creates this sphere mapping fake.
A new implementation of the old fashioned mode7 engine in flash8 with a huge performance boost. Click into the flashmovie to access keyfocus.
Linear Texture Mapping with the flash.geom.Matrix class.
A fast tilemapping function working with the new flash8 bitmap methods (copyPixels).
Detects motion on rectangular area with adjustable activity level.
A mode7 engine, showing an original mariokart track in GBA stage size. Click in the flashmovie to access keyfocus. Move by pressing the cursor keys.
No preloader (320KB). Be patient.
A tilemapping engine for supermario-like level design. Includes accurate tile-collision for characters.
First attempt to build a pinball physics engine. This version works with dynamic intersection, but misses an accurate collision resolve with respect to time.
Pacman clone with only one enemy and no change to get lost. Includes a runtime pathfinding algorithm. Click into the flashmovie to have keyboard focus. Control pacman with the cursor keys.
A pseudo 3D implementation of tetris. The blocks are drawn by the drawAPI.
Just another view implementation of the physicss engine.
First attempt to resolve rigid bodies collisions.
Some beziersurfaces animation based on an audio loop and mouse position.
A samplebased kalimba with an actionscript controlled delay.
A clock based on the cable physics.
A screensaver is available as well.
Particles are forced to stay in the center area, while bezier curves are drawn smoothly between them.
Each bubble has a number of outline particles, where a bezier spline is drawn smoothly between them.
All people perspectives are realized by rotation and a simple shape-tweening.
This stretch effect is realized by a second masked and scaled image.
Another name for this engine is called ‘GTA Engine’. The hack is to prerender the sidetextures as tilt. While moving the camera, they will scaled and skewed.
A rotatable hexagonal cylinder, where a texture is projected by raycasting technic. You can also control it by cursor keys (up/down).
A simple raycaster based on this excellent tutorial. Move around the maze by pressing the cursor keys. Click in the movie to apply keyfocus.
A curtain created by particles connected by bezier curves.
A balls collides with a quadric bezier spline.
A ball follows the path of a quadric bezier curve.
Split a quadric bezier curve by two parameters [t0,t1].
Perspective texture mapping isn’t possible in flash7, though linear texture mapping is possible by skewing, scaling and rotating an image. By dividing the entire texture into a lot of single triangles and project their vertices in a perspective way, the artefacts of linear mapping are suppressed.
The model is orthogonally projected onto the screen to provide polygon texture mapping by skewing every texture stripe.
A 3dmax torus knot model is cut in several stripes and vectorized in flash. The stripes are rotated in isometric space.
A 3d-head model is cut in several stripes and vectorized in flash. The stripes are rotated in isometric space.
A runtime tessilated geosphere. This script is originally used in 3dmax to create geospheres with different numbers of segments.
A white cube, shaded by 6 different light sources.
A study, which should enable a nice 3d preloading process liquid crystal display.
A 3d model, built in 3dmax, exported to an ASCII-Format(ACE) and retyped to actionscript. The font is created by polygons.
One of the first attempt to create shaded 3d objects with the then introduced drawAPI.
abstraction of a vynil record as a menu. click on the slices for an empty content plane.
Some rectangles with beziercurve edges rotating in 3d space.
My first game was a remix of the arcade game MoonPatrol. Includes 4 level and some enemies. All graphics are painted with the flash vector tools. Music by Olaf Noetzel.
Trying to implements 3dmax object into an isometric flashmovie.
One of my first 3d experiements with some ridiculous simple physic implementation.