File: Gracious02.swf-(951 KB, 1080x1080, Loop)
[_] Anonymous 01/15/19(Tue)18:21:06 No.3377030
>> [_] Anonymous 01/15/19(Tue)18:28:40 No.3377031
>>3377030
>"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?
>> [_] Anonymous 01/15/19(Tue)22:25:07 No.3377056
>>3377031
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.
>> [_] Anonymous 01/16/19(Wed)02:42:48 No.3377071
beginning of the song sounds like the intro for that local 58 weather creepypasta video
>> [_] Anonymous 01/16/19(Wed)11:22:08 No.3377096
>>3377031
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.
>>3377071
It actually is
>> [_] Anonymous 01/16/19(Wed)11:48:35 No.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
>> [_] Anonymous 01/16/19(Wed)12:02:37 No.3377098
>>3377097
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.
>> [_] Anonymous 01/16/19(Wed)13:49:46 No.3377108
loopmaking is an art