Continuing with my post about computer sound generation, here is my version of the 16 step sequencer.
After seeing what some speakers are doing at the FITC in San Francisco, I decided it was time to use flash to play with sound.
First of all, lets understand how does sound works taking one of the simplest sound forms, a note, represented by a sine wave.
In this experiment with actionscript 3.0,
I'll be playing around with 100.000 to 300.000 particles at a time.
Create particles is really easy in actionscript, and I'm always doing lots of experiments with lots of sprites or movieClips, and then move then around.
But the problem is that it doesn't take long to have so many particles on the stage that Flash can no longer handle it.
In fact, depending on the code you use for interacting btween this particles, it really doesn't take that many Sprites on the stage at all for Flash to start falling apart.
The Tron (1982) movie, in addition to inspiring me and a lot of people of my generation when we were younger, was also a pioneering effort for computer-generated graphics in film.
Ken Perlin, who worked on Tron was frustrated by the "machine-like" appearance of the models in the movie, and then he developed a method of creating textures with a mathematical algorithm that could be applied to images to introduce that random quality that real world has, less perfect computer-generated imagery.
These procedural textures can be used to lots of things, but I focused on a way generate smoke,fire and water surfaces.