For the code below, much code and concepts are from Adobe’s Working With Sound webpages, which is a great introductory resource to microphone audio. However, there is nothing about saving audio to a file. They delegate that to a media server, and seem to imply that there is no other way to save audio.
However, there is the flash.media.SoundMixer.computeSpectrum() method that delivers the byte data of a sound, and this works for both microphone and input audio file. This byte data can be saved to file, potentially, and I will update this post if I ever get around to doing that.
Anyway, for simple screwing around with audio, the following class is a starter. All it does is send the audio from your mic to your speakers – your own public address system!
Setup: It requires a Flash MovieClip in the library that inherits this class. Also, this object has to have some child MovieClip named activityMeter1, and a child TextField named activityLevel1.
package SoundRecorder
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.*;
import flash.media.Microphone;
import flash.system.Security;
import flash.system.SecurityPanel;
/**
* ...
* @author Delfeld, copyright 2008
*/
public class SoundRecorder extends MovieClip {
private static const SR_AUDIO_ALLOWED:String = "SRAudioAllowed";
private var recordingAllowed:Boolean;
private var mic:Microphone;
public function SoundRecorder()
{
try
{
recordingAllowed = false;
// setup mic
mic = Microphone.getMicrophone();
// confirm the mic settings first
Security.showSettings(SecurityPanel.MICROPHONE);
// listen for mic becoming active
this.addEventListener(SR_AUDIO_ALLOWED, allowAudioHandler, false, 0, true);
// call the mic popup, and confirm with user that they should use the mic.
if (mic != null) {
// kill (some) feedback
mic.setUseEchoSuppression(true);
// send ALL mic input to the speaker
mic.setLoopBack(true);
// listen for events
mic.addEventListener(ActivityEvent.ACTIVITY, activityHandler, false, 0, true);
mic.addEventListener(StatusEvent.STATUS, statusHandler, false, 0, true);
}
}
catch (e:Error)
{
trace("(caught error) SoundRecorder.SoundRecorder: " + e.toString() + " :\n.\n" + e.getStackTrace());
}
}
// method is run when mic is activated
private function allowAudioHandler(e:Event):void
{
e.target.removeEventListener(e.type, allowAudioHandler);
setAudio();
}
// initial audio setup when the microphone is active
private function setAudio():void
{
// this is in case of repeated calls to this method
if (hasEventListener(Event.ENTER_FRAME))
{
removeEventListener(Event.ENTER_FRAME, changeDisplay);
}
mic.gain = 40;
mic.rate = 16;
mic.setSilenceLevel(5, 1000);
// start displaying visuals on every frame
addEventListener(Event.ENTER_FRAME, changeDisplay, false, 0, true);
}
private function changeDisplay(e:Event):void
{
if (recordingAllowed)
{
// resize the meter (really simple feedback)
activityMeter1.height = 3 * mic.activityLevel;
// note the mic level
activityLevel1.text = mic.activityLevel.toFixed(0);
// simple (and not great) control of mic level
if (mic.activityLevel >= 99 && mic.gain > 25 )
{
mic.gain -= 1;
}
else if (mic.activityLevel <= 0 && mic.gain < 75)
{
mic.gain += 1;
}
}
}
private function activityHandler(event:ActivityEvent):void {
//trace("activityHandler: " + event);
}
private function statusHandler(event:StatusEvent):void {
if (event.code == "Microphone.Unmuted")
{
//trace("Microphone access was allowed.");
recordingAllowed = true;
dispatchEvent(new Event(SR_AUDIO_ALLOWED));
}
else if (event.code == "Microphone.Muted")
{
//trace("Microphone access was denied.");
recordingAllowed = false;
}
}
}
}