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Give all of your love to drpetter and Tom Vian

Bfxr

I started tinkering with as3sfxr on the basis of a small chat with Nyarla. I put in some stuff, released what I had, and asked people for suggestions. People had lots of suggestions, and I worked on expanding it a little more. The changes are done now. I gave it a new title to celebrate.

Bfxr

(the older version can be found here, in case anyone absolutely needs it, but it’s unsupported )

19 Comments

  1. Daniel Benmergui wrote:

    How about an AIR version?

    Thursday, February 24, 2011 at 6:37 pm | Permalink
  2. If I can figure out how to do it before going to bed, I’ll do it.

    Thursday, February 24, 2011 at 6:44 pm | Permalink
  3. gsoto wrote:

    Awesome. Great improvement UI wise.

    I see a text for an instant before it starts loading but it goes away too fast.
    Min frequency cutoff stays at zero when randomizing.

    Maybe add some credits to the app page, just in case people start linking to it directly. I can see this getting some popularity.

    I’ll be using it for sure. Thanks!

    Thursday, February 24, 2011 at 7:22 pm | Permalink
  4. gsoto wrote:

    Never mind the credits thing, I read the page source. The text still disappears though.

    Thursday, February 24, 2011 at 7:26 pm | Permalink
  5. >Min frequency cutoff stays at zero when randomizing.
    that’s as per the original sfxr. min cutoff is a bit krap, really.

    Not sure why the text is disappearing. Credits are important! I’ll look into it :)

    Could you tell me what your browser/operating system are?

    Thursday, February 24, 2011 at 7:33 pm | Permalink
  6. gsoto wrote:

    Firefox 3.6.13, Flash Plugin 10.2.152.26, Win XP.

    Thursday, February 24, 2011 at 7:43 pm | Permalink
  7. Draknek wrote:

    This is great, lots of good improvements here.

    The vertical alignment of the property names seems to be off: it should be a bit lower. Also it could be clearer which checkbox is associated with which property: I think a per-row mouseover highlight would be a nice touch.

    Most of the Twitter links are broken. The “you can also leave comments here” link is also broken.

    Opening two copies of it in two tabs can let it overwrite your history.

    The original AS3 version had copy/paste in the right click menu: don’t know if that was intentionally left out? I realise it’s not so important now there are actual buttons but it’s possible some people might still look for it there.

    The first sound I got when opening it was this: http://bit.ly/hgI9m8 – pretty cool and a sound that wouldn’t have been possible with the old version!

    Thursday, February 24, 2011 at 11:42 pm | Permalink
  8. Prinsu-Kun wrote:

    I’m one of sfxr fans.

    this Amazing version, hopefully new sounds style will add =D

    good luck~

    Friday, February 25, 2011 at 8:22 am | Permalink
  9. Draknek, thanks for your notes

    1: vertical alignment fixed
    2: links fixed
    3: not sure what to do about having several copies open at once. I’ll look into it.
    4: I forgot about copy/paste context menu options. I’ll make a note to add them in.

    Prinsu-Kun, if you have any suggestions for new sound preset buttons (if I understand you correctly), just let me know :)

    Friday, February 25, 2011 at 8:32 am | Permalink
  10. Gsoto, is the text visible now?

    Friday, February 25, 2011 at 8:44 am | Permalink
  11. gsoto wrote:

    Yup!

    Friday, February 25, 2011 at 4:57 pm | Permalink
  12. Great. Thanks for checking :)

    Friday, February 25, 2011 at 7:40 pm | Permalink
  13. BCS wrote:

    This is absurdly fun to play with. While it may not be a game, it’s still really fun!

    Monday, March 14, 2011 at 6:00 am | Permalink
  14. vivlo wrote:

    great ! as electronic music composer it may be incredibly useful ! by the way, here is an occasion for me to ask you : how do you make the musics for your games ? is it a portion of code integrated to the code of your games ?

    Thursday, April 28, 2011 at 9:46 am | Permalink
  15. >here is an occasion for me to ask you : how do you make the musics for your games ?

    Milkytracker, HighC, Reason, Audacity, Garageband.

    Sometimes, very rarely, generated in code, but usually not.

    Thursday, April 28, 2011 at 2:02 pm | Permalink
  16. Mark Sachs wrote:

    Hi Stephen,

    I’ve been experimenting with using BFXR to generate sound for my current project. Up until now I’ve used SFXR and had no trouble loading WAV files it created, but my engine is unable to load a wav file created by BFXR. Can you tell me if anything has changed in the format of the exported WAV file?

    To be clear, I’m sure it’s a problem in my code. But knowing if any file format details changed will help me identify the problem. :)

    Thursday, May 12, 2011 at 4:14 am | Permalink
  17. Hey.

    This is a problem a bunch of people have reported. To simply (I thought) things with bfxr I changed it to export to floating-point formatted wav files instead of the ones that sfxr used (fixed point int representation). Turns out it’s not exactly universally supported :( I’ve been meaning to change it back, but haven’t put enough time in to do it.

    Converting it with a program like foobar2000 ( http://www.foobar2000.org/ ), or probably, audacity should get around the behaviour.

    Thursday, May 12, 2011 at 10:26 am | Permalink
  18. Mark Sachs wrote:

    Thanks! A combination of rewriting my sound loader (which needed to happen anyway) and laundering the output sample through Audacity resolved the problem.

    Now that I’ve picked through the files I can see that the compression code of these WAV files is WAVE_FORMAT_EXTENSIBLE instead of straight PCM, which would explain why I was having such trouble.

    Friday, May 13, 2011 at 2:48 am | Permalink
  19. Good to hear you got things sorted.

    Friday, May 13, 2011 at 10:41 am | Permalink

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