AudioTool’s Private Parts Slides

Here are the slides from my Flash On The Beach 2008 session “AudioTool’s Private Parts”. 2mb without a prelaoder. You will need Flash Player 10 to pass through to version detection or you can save the SWF directly to disk and watch it with Flash Player 9.

8 Responses to “AudioTool’s Private Parts Slides”


  • Hello,

    the link doesn’t work for me…
    it open a blank(grey in fact) page http://www.joa-ebert.com/swf/index.php?swf=lectures/fotb08
    Do you have another version ?

    Lionel

  • If you read the post you will notice that you have to have Flash Player version 10. The direct SWF url is http://www.joa-ebert.com/files/swf/lectures/fotb08.swf

  • Brilliant!
    I couldn’t make it to FOTB, so thanks for sharing this.

  • The session was brilliant, easily my favourite of them all. I really wish you had finished the session by saying “and here is the source to our Tweening engine” though :)

    Is the way you handled the cable management in Hobnox the same method you use for object pooling / memory management in your Tweening engine? I really wish you had a few source code examples in the slides to at least give us a base to start from. I did not have a camera with me so could not photograph your IDE during the session. Would just love to know how you manage it on a purely AS3 level (i.e. what do you store the references in? An array? Lots of arrays? Byte array? Something else entirely?).

  • Hi Richard,

    first of all thanks for the nice comments in your blog post — very much appreciated. I am really happy how FOTB went and got lots of nice feedback. I will start writing definitly more articles on my blog covering the topics in my session.

    I hope that you and others can get a better view and idea like that because it is always hard to follow this kind of stuff for one hour and also hard for me to explain it in such a short amount of time.

    And by the way: Most of our objects are stored in single linked lists. We also use specialized linked lists with a sort of cached search head, standard red-black trees and the common stuff (Array, Vector, ByteArray and Dictionary). The tween engine is based entirely on linked lists and nearly all objects are handled in pools.

  • Hi Joa, thanks for posting this. I really enjoyed your presentation at FOTB, but it was a lot to take in 1 hour so it’s good to be able to go over your slides again. One thing that I found really interesting was the Event system that you guys were using. One event, no listener registration, hooks etc. I understand it saves a lot of dev time. Do you have any plans to post about that? I would like to know more :)

  • “single linked lists” – I guess what I meant was, how do you store/manage these lists on an AS3 level? (because obviously AS3 doesn’t have a “linked list” datatype!), so you must be creating the functionality of this list by storing the data somewhere, somehow – that is the bit of the puzzle I was missing the most :)

  • Every object has a reference to the next object in the list. That is all. Like this: class X { public var next: X; }

Leave a Reply