Is it impossible?
That would be a huge restraint for that whole sound-editing thing in Flash10
How did you load the MP3 into the sound object initially?
I have an analogous situation with dynamic images populated from a database. I load the binary image string into a ByteArray, then assign it to the source of the image.
Not sure if this helps at all. Could you post a quick code snippet of your Sound object manipulation?
Thanks for your reply!
I loaded it via URLRequest() , so it's an existing *.mp3 file on the webserver.
My manipulation deals with changing the pitch by cutting out some bytes from the bytearray (so the sample gets a higher pitch and also shorter length).
So you pass a ByteArray and get a (shorter) ByteArray in return ...
This works great if you do this 'live' and return the new data to the SampleData-EventHandler .. but I don't want to do the calculation everytime I want to play the Sound or store ByteArrays in addition to Sound objects ....
Your idea sounds good on principle, but I think it's hard to transfer this from Images from a DB to Sounds on a Webserver
Any chance you had any luck? I actually need to do the exact same thing, only adding bytes.
This is driving me nuts. My whole project is based around having a normal sound object! >.<
In Actionscript 3, there is currently no way to play an MP3 directly off a ByteArray due to the lack of a Sound.loadBytes() method.
and image files (JPEG, GIF and PNG) can be loaded and used without further ado by Loader.loadBytes, and raw sound data can be played back via the Sound object’s SampleDataEvent.
For more datails you can ref the following article
Hope this will help