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Threads (4):
File: Gracious02.swf-(951 KB, 1080x1080, Loop) [_] Anon 3492037
File: Gracious02.swf-(951 KB, 1080x1080, Loop) [_] Anon 3429958
File: Gracious02.swf-(951 KB, 1080x1080, Loop) [_] Anon 3383048
File: Gracious02.swf-(951 KB, 1080x1080, Loop) [_] Anon 3377030 >> [_] Anon 3377031 >># >"Stop decompiling my stuff /f/aggot!" ok gee calm down but I have to ask what is this wizardry and why is it so needlessly complicated? >> [_] Anon 3377056 >># People tend to say that flashes that use lots of code to sync and actually STAY in sync are overly complicated. Is it overkill for a flash this simple? Maybe, but once it works, it works. Then it can just be copy/pasted with minor tweaks to make more synced flashes. If there's a simple way to accomplish this, clearly not a lot of people know about it, since the majority of loops that are supposed to match with music go out of sync after a few seconds. Not OP, just my thoughts. >> [_] Anon 3377071 beginning of the song sounds like the intro for that local 58 weather creepypasta video >> [_] Anon 3377096 >># embedded h264 streams are weird to handle if you use flex but the quality to filesize ratio is neat. it could be even more complicated if you'd tried to implement perfect seamless audio but i don't know how to do it yet. >># It actually is >> [_] Anon 3377097 For music loops, I like to play the intro as a stream and the looping part as event. Then fiddle with the framerate or maybe add silence padding at beginning of intro, until they play without gap. For synthetic formats that play realtime, you can use song information and playback latency to time animation(after adjusting flash framerate to be close), like in biko_triplex.swf >> [_] Anon 3377098 >># had you ever looked at hop02.swf's audio loop script. it's some sort of "never let the buffer run empty" with accounting for LAME's start and end silence. decompiled it looks more complicated than it actually is. >> [_] Anon 3377108 loopmaking is an art |
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