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Home/ Questions/Q 864625
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T09:30:34+00:00 2026-05-15T09:30:34+00:00

Well I’m having a hell of a time trying to get my CPU down

  • 0

Well I’m having a hell of a time trying to get my CPU down under 45% when running my current application. I’ve tried all sorts of optimization tricks and tips with little success and I’m at a point now where I need a fundamentally
different approach.

Problem and Current Approach

In the main view of my application I have a single enterframe handler.
I have my frame rate down as low as 10 fps. This handler notifies 16 separate movie clips to draw wedges of varying angles using Lee Brimelow’s wedge class.

So, 16 times every enterframe, I have 16 movieclip graphic clear, begin fill, draw wedge, endfill all being co-ordinated by my single enterframe handler.

Doing this is bumping my CPU up to between 40-50% 😮

Possible Alternative?

I had one idea of just having a movie clip that was 360 frames long and revealing segments of a circle using a mask but I’m not an animator and have no idea how to make such a mask.

Question

So, I guess my method just isn’t going to cut it. Can anybody suggest a better method for trying to accomplish my goal?

I don’t see how drawing 16 wedges per frame = such a high CPU, so I must be doing something fundamentally wrong.

Any ideas?

MAIN EVENT FUNCTION

private function updatePadProgress(e:Event):void
        {

            viewStackContainer.remixscreen.padUIManager.updatePadArcs2(this.model.audioEngine._channels)
        }

Looping through all circles Passing values

public function updatePadArcs2(channels:Vector.<Channel>):void
        {
            var pc:PadContainer;
            var input:Input
            var c:int=0;
            var p:int=0;
            var pct:Number;
            var cc:Channel
            var position:int=0
            var len:int=0


            for (var i:int=0; i < pads.length; ++i)
            {
                pc=pads[i];
                c=pc.channelassign;
                p=pc.padassign;

                input=channels[c].inputs[p];

                if (input.currentState == Input.ACTIVE)
                {

                    position=input.inputAudio.samples.position
                    len=input.inputAudio.samples.length
                    pct= position/len 
                    pc.drawProgress(pct)

                }

            }


        }

The Drawing Function

public function drawProgress(pct:Number):void
        {
            pad.drawOn.graphics.clear()
            pad.drawOn.graphics.beginFill(0x000000)
            Wedge.draw(pad.drawOn,0,0,10,360,0)
            pad.drawOn.graphics.endFill()
        }
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-15T09:30:35+00:00Added an answer on May 15, 2026 at 9:30 am

    The solution that worked for me was to set any asset on stage that doesnt need to be updated every frame to be cached as a bitmap.

    It dropped my CPU down to 20%

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