# Blur and some other things

**URL:** https://forum.kirupa.com/t/blur-and-some-other-things/218232
**Category:** flash
**Created:** [March 6, 2007, 1:25am UTC](https://forum.kirupa.com/t/blur-and-some-other-things/218232 "2007-03-06T01:25:58Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![raredesign](https://avatars.discourse-cdn.com/v4/letter/r/ea5d25/32.png) [@raredesign](https://forum.kirupa.com/u/raredesign)
#### Post date: [March 6, 2007, 1:25am UTC](https://forum.kirupa.com/t/blur-and-some-other-things/218232/1 "2007-03-06T01:25:58Z")

</div>

the only way I have seen to apply a blur is some long drawn out bitmap process where I am creating an object, however I already have mc\_ball created. How would I blur it when it scales larger? too bad it isn’t just root.mc\_ball.blur = x …why can’t things be easy lol

```auto

// SpectrumAnalyzer.as
package {
    import flash.display.*;
    import flash.media.*;
    import flash.net.*;
    import flash.utils.ByteArray;
    import flash.events.*;
    class SpectrumAnalyzer extends Sprite {
        // Settings
  public var mc_ball:MovieClip;
        //
        private var music:Sound = new Sound;
        private var ba:ByteArray = new ByteArray();
        private var __width:uint;
        private var __height:uint;
        function SpectrumAnalyzer(mp3:String, _width:uint, _height:uint) {
            __width = _width;
            __height = _height;
            x = __width/2;
            y = __height/2;
            music.load(new URLRequest(mp3));
            var sc:SoundChannel;
            sc = music.play(0, 999);
            addEventListener(Event.ENTER_FRAME, processSound);
        }
        private function processSound(ev:Event):void {
            SoundMixer.computeSpectrum(ba, true, 0);
            graphics.clear();
            var lev:Number = ba.readFloat();
        if (lev > .5) {
              root.mc_ball.scaleX = root.mc_ball.scaleY = 1.1;
              trace(lev)
                         }
        else {
              root.mc_ball.scaleX = root.mc_ball.scaleY = 1;
              trace(lev)
              }
       }
    }
} 

```

Secondly, as you can see from the code, I am modifying an existing piece so

```auto

            __width = _width;
            __height = _height;
            x = __width/2;
            y = __height/2;

```

is still in there along with the dimensioning.

I tried removing it, but I don’t think it works out well here

```auto

function SpectrumAnalyzer(mp3:String, _width:uint, _height:uint) {

```

Thoughts?
