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	<title>BlixtSystems &#187; Audio</title>
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		<title>Audio mixing on AIR for android</title>
		<link>http://www.blixtsystems.com/2010/11/audio-mixing-on-air-for-android/</link>
		<comments>http://www.blixtsystems.com/2010/11/audio-mixing-on-air-for-android/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 09:06:00 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Pixel Bender]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=230</guid>
		<description><![CDATA[I have been working on a little application which requires mixing of a number of audio tracks. It should be multi-screen and run on PC&#8217;s as well as Android devices. Ideally I would like it to be able to mix at least some 12 tracks, but making that happen on Android is proving to be <a href='http://www.blixtsystems.com/2010/11/audio-mixing-on-air-for-android/'>[...]</a>]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>PixelBender audio mixer with dynamic track count</title>
		<link>http://www.blixtsystems.com/2010/10/pixelbender-audio-mixer-with-dynamic-track-count/</link>
		<comments>http://www.blixtsystems.com/2010/10/pixelbender-audio-mixer-with-dynamic-track-count/#comments</comments>
		<pubDate>Sat, 23 Oct 2010 11:22:04 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Pixel Bender]]></category>
		<category><![CDATA[Source]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=220</guid>
		<description><![CDATA[Pixel Bender can be a great tool for number crunching, but has a couple of limitations when trying to create an audio mixer. The number of inputs is limited when using PixelBender toolkit to compile .pbj files. Even if one overcomes the limitation by writing Pixel Bender assembly, the track count is fixed to a <a href='http://www.blixtsystems.com/2010/10/pixelbender-audio-mixer-with-dynamic-track-count/'>[...]</a>]]></description>
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		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Flash Player 10 Sound API changes, SampleData and SampleDataEvent</title>
		<link>http://www.blixtsystems.com/2008/07/flash-player-10-sound-api-changes-sampledata-and-sampledataevent/</link>
		<comments>http://www.blixtsystems.com/2008/07/flash-player-10-sound-api-changes-sampledata-and-sampledataevent/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 23:22:27 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Astro]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FlashPlayer 10]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=47</guid>
		<description><![CDATA[With the new beta 2 version of Flash Player 10 the Sound API has changed a bit. Most of the changes is very straight forward and only renaming of some methods, events and properties: SamplesCallbackEvent is now SampleDataEvent samplesCallback is now sampleData or Event.SAMPLE_DATA Instead of accessing Sound.samplesCallbackData to write to the output buffer one <a href='http://www.blixtsystems.com/2008/07/flash-player-10-sound-api-changes-sampledata-and-sampledataevent/'>[...]</a>]]></description>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Tweaking the samplesCallbackEvent loop</title>
		<link>http://www.blixtsystems.com/2008/05/tweaking-the-samplescallbackevent-loop/</link>
		<comments>http://www.blixtsystems.com/2008/05/tweaking-the-samplescallbackevent-loop/#comments</comments>
		<pubDate>Fri, 30 May 2008 00:19:34 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Astro]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[benchmark]]></category>
		<category><![CDATA[FlashPlayer 10]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=44</guid>
		<description><![CDATA[Playing around with the new Flash player 10 audio processing functionality the need for optimization becomes very apparent when you want to apply effects to several tracks of audio. With a sample rate of 44100 and a dozen stereo tracks we are talking over a million samples to be processed per second where each process <a href='http://www.blixtsystems.com/2008/05/tweaking-the-samplescallbackevent-loop/'>[...]</a>]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Simple 3-band EQ with Flash Player 10</title>
		<link>http://www.blixtsystems.com/2008/05/simple-3-band-eq-with-flash-player-10/</link>
		<comments>http://www.blixtsystems.com/2008/05/simple-3-band-eq-with-flash-player-10/#comments</comments>
		<pubDate>Wed, 21 May 2008 12:49:32 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Astro]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[FlashPlayer 10]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=41</guid>
		<description><![CDATA[Yes, a Flash equalizer. We all heard it mentioned before&#8230;for some reason the word equalizer has been adopted to mean spectral analyser when mentioned along with Flash. &#160; An equalizer will process the sound boosting or attenuating frequencies while a spectral analyser will only show you the spectral content of the audio. Now with the <a href='http://www.blixtsystems.com/2008/05/simple-3-band-eq-with-flash-player-10/'>[...]</a>]]></description>
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		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>Random thoughts on Vectors and samplesCallbackData</title>
		<link>http://www.blixtsystems.com/2008/05/random-thoughts-on-vectors-and-samplescallbackdata/</link>
		<comments>http://www.blixtsystems.com/2008/05/random-thoughts-on-vectors-and-samplescallbackdata/#comments</comments>
		<pubDate>Mon, 19 May 2008 09:11:50 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Astro]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[FlashPlayer 10]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=40</guid>
		<description><![CDATA[I have had reason to play around with some of the new functionality of Flash Player 10 and the vectors is just awesome. On top of the benefits of the strict typing they are about 50% faster than Arrays according to my tests. Being completely new to the concept, how to create multidimensional vectors was <a href='http://www.blixtsystems.com/2008/05/random-thoughts-on-vectors-and-samplescallbackdata/'>[...]</a>]]></description>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Sound generation in FlashPlayer 10</title>
		<link>http://www.blixtsystems.com/2008/05/sound-generation-in-flashplayer-10/</link>
		<comments>http://www.blixtsystems.com/2008/05/sound-generation-in-flashplayer-10/#comments</comments>
		<pubDate>Fri, 16 May 2008 08:10:23 +0000</pubDate>
		<dc:creator>Leo</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Astro]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.blixtsystems.com/?p=36</guid>
		<description><![CDATA[Finally Flash will have built in ability to access the sound output buffer when using FlashPlayer 10 that just has been released. Tinic Uro have posted a little information about the implementation. So no more relying on complicated hacks, this is all the code you will need to generate a sine wave (snipped from Tinics <a href='http://www.blixtsystems.com/2008/05/sound-generation-in-flashplayer-10/'>[...]</a>]]></description>
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		<slash:comments>1</slash:comments>
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