Audio Trouble
Im having a little trouble with my audio I want to be able to put a short sound effect with each of my buttons but i want the audio to start playing as soon as you go over top of it and stop once you leave.. if you could help that would be great
FlashKit > Flash Help > Flash Newbies
Posted on: 08-18-2006, 05:57 PM
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Audio Trouble
For some reason, whenever I upload an audio file (say a .wav or .mp3 file) it sometimes cuts the beginning off or adds extra silence in the front. Sometimes it does, sometimes it doesn't. I've tried editing the audio file a million times and reimporting it to Flash but still it does that. Again, it's random. I'm not sure if it has to do with the audio format I saved it in. Thanks in advance for any help I get.
Audio Trouble
I have a scrolling menu on my main menu. The action script for that menu is on the first frame of the main timeline. The menu works great until I load an audio file into my movie, then it messes up the menu. Can someone give me some idea why it is doing this?? Should the audio be loaded a different way? I want it to play in the background as my movie plays.
Audio Trouble
Ok, so I am doing a short movie project for a friend. I have about 4-5 scenes each with different content and most importantly different audio. The first scene plays well, and then in the middle of the 2nd scene the audio of the 3rd scene starts playing, the rest of scenes after that are completly unsynced.
Each of the audio files are set to stream and are positioned at the beginning of each scene.
Someone from another forum told me to start the audio for each scene on frame 2 and make sure there are no frames after the end of each. while this does do some type of improvment, it's still doing the same thing.
Any Ideas?
Audio Trouble
Ok, so I am doing a short movie project for a friend. I have about 4-5 scenes each with different content and most importantly different audio. The first scene plays well, and then in the middle of the 2nd scene the audio of the 3rd scene starts playing, the rest of scenes after that are completly unsynced.
Each of the audio files are set to stream and are positioned at the beginning of each scene.
Someone from another forum told me to start the audio for each scene on frame 2 and make sure there are no frames after the end of each. while this does do some type of improvment, it's still doing the same thing.
Any Ideas?
Audio Trouble
I recently added audio to my website and I want to automatically turn the volume to 0% when the user clicks on some of the sites in my portfolio (Because they also have audio and with both open makes a racket) For the audio control I read a Tutorial. Not sure which one but here is how it is set up.
First of all here is the site which I added audio to so you can see what I mean when I want the bar to go to 0%
http://www.trackie.ca/webDesign
ok here is how it is set up in the fla file.
Note: I put instance names in ()
I set up the sound in a movie clip (audioControl)
mySound = new Sound();
mySound.attachSound("backMusic");
mySound.start("", 999);
Then I have a movie symbol called (volSlider) which has the following code
onClipEvent (load) {
_parent.volSlider.drag._x += 0;
}
onClipEvent (enterFrame) {
vol = _parent.volSlider.drag._x+50;
_parent.mySound.setVolume(vol);
drag.volAt = Math.round(vol) + "%";
}
Then inside the (volSlider) movie clip there is a (drag) movie symbol which just holds the slider button and the % bar.
Also my portfolio buttons are in another movie clip so basically I just tried to set _root.audioControl.mySound.setVolume(0); but doesnt seem to work. I am not that good with action script yet... so any help would be great
Anyway hope this makes sense...
[CS3] Very New To AS3 And I Am Having Trouble With Streaming Audio
I have created a flash site that I has somewhat of a music player, or at least the option to play music. when pressing each of these buttons it will play the song. When testing it in flash the audio plays immediately due to the songs being in a local folder. once on the internet it will only load the songs one at a time. I am wanting them to stream and be able to click on any button and have it buffer a few seconds then play.
I have been messing around with the SoundLoarderContext and trying to set the buffer size but it seems to do nothing.
You can see what I mean at this url... http://www.oceaneyesdesign.com/freshbrand/refuge.html
Also I will include my code. PRE-WARNING... it is ugly and probably lost of glaring things that are wrong with it. That being said I do appreciate any insight on what I could do to make this more efficient. Should I know load these till the user clicks on it? If I did that would the buffer and SoundLoaderContext idea actually work?
Also I have a video downloading which is a whole other story. My understanding if you cannot make it stream. but can you get the progressive download to buffer. Does not seem to be doing that for me either. Every things is just slow. More speed is what I need!!!!
Here is the UGLY code... (thanks again in advance)
Code:
import flash.media.SoundMixer;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundLoaderContext;
stop();
var soundOne:URLRequest = new URLRequest("audio/vivid_color.mp3");
var soundTwo:URLRequest = new URLRequest("audio/cant_help_myself.mp3");
var soundThree:URLRequest = new URLRequest("audio/june_first.mp3");
var soundFour:URLRequest = new URLRequest("audio/fly.mp3");
var soundFive:URLRequest = new URLRequest("audio/we_cry.mp3");
var soundSix:URLRequest = new URLRequest("audio/worship_highlight.mp3");
refugeInterview.addEventListener(MouseEvent.CLICK, playTheVideo);
var context:SoundLoaderContext = new SoundLoaderContext(5000);
var songOne:Sound = new Sound();
var songTwo:Sound = new Sound();
var songThree:Sound = new Sound();
var songFour:Sound = new Sound();
var songFive:Sound = new Sound();
//var songSix:Sound = new Sound();
var volumeControl:SoundTransform=new SoundTransform();
var soundControl:SoundChannel = new SoundChannel();
songOne.load(soundOne, context);
songTwo.load(soundTwo, context);
songThree.load(soundThree, context);
songFour.load(soundFour, context);
songFive.load(soundFive, context);
//songSix.load(soundSix, context);
songOne.addEventListener(Event.COMPLETE, onComplete);
songTwo.addEventListener(Event.COMPLETE, onComplete2);
songThree.addEventListener(Event.COMPLETE, onComplete3);
songFour.addEventListener(Event.COMPLETE, onComplete4);
songFive.addEventListener(Event.COMPLETE, onComplete5);
//songSix.addEventListener(Event.COMPLETE, onComplete6);
function onComplete(event:Event):void
{
vividS.addEventListener(MouseEvent.CLICK, playOne);
vividP.addEventListener(MouseEvent.CLICK, stopOne);
trace('song one loaded');
}
function onComplete2(event:Event):void
{
cantS.addEventListener(MouseEvent.CLICK, playTwo);
cantP.addEventListener(MouseEvent.CLICK, stopTwo);
trace('song two loaded');
}
function onComplete3(event:Event):void
{
juneS.addEventListener(MouseEvent.CLICK, playThree);
juneP.addEventListener(MouseEvent.CLICK, stopThree);
trace('song three loaded');
}
function onComplete4(event:Event):void
{
flyS.addEventListener(MouseEvent.CLICK, playFour);
flyP.addEventListener(MouseEvent.CLICK, stopFour);
trace('song four loaded');
}
function onComplete5(event:Event):void
{
cryS.addEventListener(MouseEvent.CLICK, playFive);
cryP.addEventListener(MouseEvent.CLICK, stopFive);
trace('song five loaded');
}
/*
function onComplete6(event:Event):void
{
cryS.addEventListener(MouseEvent.CLICK, playFive);
cryP.addEventListener(MouseEvent.CLICK, stopFive);
}
*/
function playOne(event:MouseEvent):void
{
soundControl.stop();
vividS.visible = false;
vividP.visible = true;
}
function playTwo(event:MouseEvent):void
{
soundControl.stop();
cantS.visible = false;
cantP.visible = true;
}
function playThree(event:MouseEvent):void
{
soundControl.stop();
juneS.visible = false;
juneP.visible = true;
}
function playFour(event:MouseEvent):void
{
soundControl.stop();
flyS.visible = false;
flyP.visible = true;
}
function playFive(event:MouseEvent):void
{
soundControl.stop();
cryS.visible = false;
cryP.visible = true;
}
/*function playSix(event:MouseEvent):void
{
soundControl.stop();
cryS.visible = false;
cryP.visible = true;
}
*/
function stopOne(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songOne.play();
soundControl.soundTransform=volumeControl;
vividP.visible = false;
vividS.visible = true;
cantP.visible = true;
cantS.visible = false;
juneP.visible = true;
juneS.visible = false;
flyP.visible = true;
flyS.visible = false;
cryP.visible = true;
cryS.visible = false;
}
function stopTwo(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songTwo.play();
soundControl.soundTransform=volumeControl;
vividP.visible = true;
vividS.visible = false;
cantP.visible = false;
cantS.visible = true;
juneP.visible = true;
juneS.visible = false;
flyP.visible = true;
flyS.visible = false;
cryP.visible = true;
cryS.visible = false;
}
function stopThree(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songThree.play();
soundControl.soundTransform=volumeControl;
vividP.visible = true;
vividS.visible = false;
cantP.visible = true;
cantS.visible = false;
juneP.visible = false;
juneS.visible = true;
flyP.visible = true;
flyS.visible = false;
cryP.visible = true;
cryS.visible = false;
}
function stopFour(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songFour.play();
soundControl.soundTransform=volumeControl;
vividP.visible = true;
vividS.visible = false;
cantP.visible = true;
cantS.visible = false;
juneP.visible = true;
juneS.visible = false;
flyP.visible = false;
flyS.visible = true;
cryP.visible = true;
cryS.visible = false;
}
function stopFive(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songFive.play();
soundControl.soundTransform=volumeControl;
vividP.visible = true;
vividS.visible = false;
cantP.visible = true;
cantS.visible = false;
juneP.visible = true;
juneS.visible = false;
flyP.visible = true;
flyS.visible = false;
cryP.visible = false;
cryS.visible = true;
}
/*
function stopSix(event:MouseEvent): void
{
SoundMixer.stopAll();
soundControl = songFive.play();
soundControl.soundTransform=volumeControl;
vividP.visible = true;
vividS.visible = false;
cantP.visible = true;
cantS.visible = false;
juneP.visible = true;
juneS.visible = false;
flyP.visible = true;
flyS.visible = false;
cryP.visible = false;
cryS.visible = true;
}
*/
vividS.visible = false;
cantS.visible = false;
juneS.visible = false;
flyS.visible = false;
cryS.visible = false;
volumeControl.volume=.2;
soundControl.soundTransform=volumeControl;
function playTheVideo(event)
{
movieHolder.gotoAndPlay('playing');
SoundMixer.stopAll();
}
movieHolder.addEventListener(MouseEvent.CLICK, changeVisible);
function changeVisible(event:MouseEvent)
{
vividS.visible = false;
cantS.visible = false;
juneS.visible = false;
flyS.visible = false;
cryS.visible = false;
vividP.visible = true;
cantP.visible = true;
juneP.visible = true;
flyP.visible = true;
cryP.visible = true;
}
submitBTN.buttonMode = true;
submitBTN.addEventListener( MouseEvent.CLICK, submitClick );
submitBTN.addEventListener( MouseEvent.MOUSE_OVER, submitOver );
submitBTN.addEventListener( MouseEvent.MOUSE_OUT, submitOut );
/* the following all has to do with my mail form and seems to be working great so no need to go below here I suppose. */
function submitClick( e:MouseEvent ):void {
// Send the form
sendData();
}
function submitOver( e:MouseEvent ):void {
// Go to roll-over state for the button
submitBTN.gotoAndStop(2);
}
function submitOut( e:MouseEvent ):void {
// Go to the normal state for the button
submitBTN.gotoAndStop(1);
}
function sendData():void {
var variables:URLVariables = new URLVariables();
variables.custname = nameBox.text;
variables.cusemail = emailBox.text;
variables.sendresponse = "SENDING"
msgBox.text = variables.sendresponse;
var _request:URLRequest = new URLRequest( "mail.php?cacheKiller=" + (new Date()).getTime());
_request.data = variables;
_request.method = URLRequestMethod.POST;
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.TEXT;
loader.addEventListener( Event.COMPLETE, sendComplete );
loader.addEventListener( IOErrorEvent.IO_ERROR, sendIOError );
loader.load( _request );
}
function sendComplete( e:Event ):void {
msgBox.text = "E-mail Sent";
clearForm();
var tmr:Timer = new Timer( 5000, 1 );
tmr.addEventListener( TimerEvent.TIMER, clearMessage );
tmr.start();
}
function sendIOError( e:IOErrorEvent ):void {
msgBox.text = "Error sending e-mail";
var tmr:Timer = new Timer( 5000, 1 );
tmr.addEventListener( TimerEvent.TIMER, clearMessage );
tmr.start();
}
function clearForm( ):void {
nameBox.text = "";
emailBox.text = "";
}
function clearMessage( e:Event ):void {
msgBox.text = "";
}
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One of the contents that loads is a mc that plays video of him live.
When the "video" mc loads, there are two buttons to pick which video you want to watch. When you click which one you want to watch I need it to stop the separate other container which is playing the audio clips so the two audios don't overlap.
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howdy. i've searched on this problem, and there are a number of different methods for making this happen, but in order to move forward, I'd really like to understand why the syntax i'm using isn't working. i'm using CS3 with AS2. Could step down ot Flash8 if that would make it work.
in the meantime, going nuts trying to unravel this.
I'm trying to create a simple mute button. I have the mute button within a movieclip with the instance name "musicControl".
Within that clip, I have two frames: one, labeled "hear", which contains a button with the instance name "muteNow".
This button WORKS. It both mutes the audio, and goes to a frame within the movie clip (instance: musicControl) labeled "mute". I have traced this, and it's receiving the click. The sound goes silent. The button switches to the frame where it's ready to go back to playing when clicked. But....it doesn't do dat.
The second button, with the instance name "hearNow", (in the movie clip with instance name musicControl) does NOT work. I get rollover behavior (goes to rollover frame in button timeline), but a trace indicates that no click event is received. My code, which is in frame 1 of the root timeline, is below.
Going insane. Any adivce/help greatly appreciated. Thank you.
Here's the AS2 in frame 1 of my root timeline:
loadMovie ("intro.swf", "_root.content");
_root.music=new Sound(_root.soundTrack);
_root.music.attachSound("musicEmbed01");
_root.music.start();
musicControl.muteNow.onRelease = function(){
trace ("mute");
_root.music.setVolume(0);
musicControl.gotoAndStop("mute");
}
musicControl.hearNow.onRelease = function(){
trace("hear");
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musicControl.gotoAndStop("hear");
}
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Hello there,
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URL: http://www.insideoutmusic.com/ecard/...d-fkings06.php
Here's the actionscript I am using, am I missing something to allow this to work within a movie clip?
Code:
stop();
playlist = new XML();
playlist.ignoreWhite = true;
playlist.onLoad = function(success) {
if (success) {
_global.songname = [];
_global.songband = [];
_global.songfile = [];
for (var i = 0; i<playlist.firstChild.childNodes.length; i++) {
_global.songname[i] = playlist.firstChild.childNodes[i].attributes.name;
_global.songfile[i] = playlist.firstChild.childNodes[i].attributes.file;
trace(songname[i]+" "+songfile[i]);
}
}
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_root.sound_mc.sound_obj = new Sound();
_global.song_nr = random(songfile.length);
_root.sound_mc.songStarter(songfile[song_nr], songname[song_nr]);
};
MovieClip.prototype.songStarter = function(file, name) {
this.sound_obj.loadSound(file, true);
this.onEnterFrame = function() {
if (this.sound_obj.position>0) {
delete this.onEnterFrame;
this._parent.display_txt.text = name;
} else {
this._parent.display_txt.text = "loading...";
}
};
this.sound_obj.onSoundComplete = function() {
(song_nr == songfiles.length-1) ? _global.song_nr=0 : _global.song_nr++;
_root.sound_mc.songStarter(songfiles[song_nr], songname[song_nr]);
};
};
btn_play.onRelease = function() {
this._parent.sound_mc.songStarter(songfile[song_nr], songname[song_nr]);
};
btn_stop.onRelease = function() {
this._parent.sound_mc.sound_obj.stop();
};
btn_fw.onRelease = function() {
(song_nr == songfile.length-1) ? _global.song_nr=0 : _global.song_nr++;
_root.sound_mc.songStarter(songfile[song_nr], songname[song_nr]);
};
btn_rev.onRelease = function() {
(song_nr == 0) ? _global.song_nr=songfile.length-1 : _global.song_nr--;
_root.sound_mc.songStarter(songfile[song_nr], songname[song_nr]);
};
playlist.load("playlist.xml");
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To view the website in progress you can visit www.fourwindscouncilga.com the sound file is on the splash "Enter Here" page.
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Layer 1:
Code:
song = new Sound (loadmp3);
song.loadSound("http://insert-url.com/songname.mp3", true);
Layer 2:
Code:
// sound pause code (working)
function pauseSnd(){
if (status="a") {
song.stop();
onEnterFrame = null;
toggle = "b";
// resume playback code (the problem)
} else {
song.play()
toggle = "a";
}
}
pr_btn.onRelease = pauseSnd;
I've substituted pr_btn for the button name as you can see and loadmp3 is the movie clip object containing the sound. Flash tells me there are no script errors, so I know syntax isn't to blame. I would be very grateful for some help.
Edit: I should also probably add that the onEnterFrame = null is something I found elsewhere and figured if I were to get it to resume in the same spot I would need it. However, I'm at the point where all I want is for the resume button to play the song again, getting it to resume in the same spot is a lesser worry to me.
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I've heard people claim however that real oscilloscopes can actually be made in Flash, and I was wondering if anyone could point me towards some resources for looking into it.
I have a distinct feeling that they are probably misguided or just plain incorrect anyway, but it's still a prospect that interests me a lot.
Much thanks,
pH
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LINK
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http://www.theafternoontears.com/monitor.html
I've just uploaded this rough piece of website for an upcoming band. If you visit the URL above you will see two flash movies. The one on the bottom is the audio player. What they want instead of JUST an audio player, is a player that plays certain "secret" audio files if you enter the correct 6 digit number. So imagine a text field and a submit button next to the < || > controls. I'm still getting to know Flash and I have no idea how to create something like this. Anyone have any advice? Any tutorials out there? Info? and finally...this IS possible right?
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Hi,
I have tried so many audio methods to try and get a pause button that works and allows the audio to start streaming as soon as the movie starts.
I tried this tutorial at macromedia but it needs the sound to fully load or the sound_mc doesnt exist using
with(sound_mc)
http://www.macromedia.com/support/fl...mple_sound.htm
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mark
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x = new Sound();
x.attachSound("Slide1");
x.start(0, 0);
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forward_btn.onRelease = function() {
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artane
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http://www.121dreamweavertutorial.com/georgina.html
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Regards
Stephen
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hello,
i'm having a little bit of trouble here trying to load multiple movies into the same container. not all at one time. like this:
when a button is clicked this happens in my preloader clip which is located in my _root movie:
********************************
// set vars
sectionMovie = _root.currentSection + ".swf";
// un/load movie
unloadMovie("_root.SectionContent");
loadMovie(sectionMovie, "_root.SectionContent");
********************************
then the next frame of the preloader says:
********************************
// get the percent of the movie loaded
bytesLoaded = _root.sectionContent.getBytesLoaded();
bytesTotal = _root.sectionContent.getBytesTotal();
percentLoaded = int((bytesLoaded / bytesTotal)*100);
// if it's loaded then continue
if (percentLoaded == 100) {
this.gotoAndStop (1);
}
********************************
it all seems like it should work. i click "button1" which loads "movie1.swf" perfectly. then i click "button2" and it will unload the movie fine, but it just stops when it gets to "loadMovie"... anyone know what is happening?
thakns in advance for the help, it's a school project...mwaahaha!
xo
"Oooooh Trouble Trouble..." (Foghat Reference +1000 Points)
I am attempting to add X movie clips to the stage via script, with follow AI behaviors added to each of them. But for now I am just having them immediately start moving left until they hit the stage edge OR eachother...which is the problem.
I cannot get them ALL to stop when they collide with somehting else on the stage...
the way I atempted to solve this problem was to start an array... a list... and to add to that list the name of every object I add to the stage when I add it to the stage. So before ANYTHING moves it loops through this array to see if it is hitting anything else on the stage. Sounds simple right?
Well it seems to only work for the LAST movie attached in my function.
I have attached the script to this post. Please take a look, provide some help, give me some alternative ideas, tell me a good joke :-P, just gimme some feedback. Thanks in advance to anyone who even tries to help.
Trouble Explaining The Trouble
i am having a hard time explaining this problem so i have attached my fla file with some notes attached to it.
i'm trying to customise the a.s. but alas i'm not very good at it yet.
i have an element on the page that when it is clicked on it zooms big and comes to the center of the stage. when you click on it again it zooms back to its original position. - i have this part working.
the problem is i want elements within the zoomed elements to behave the same way. essentially zooming further into the stage. i just can't get it to work.
at this point i am completely lost, any help on this is much appreciated.
thanks everyone
Audio EQ
Does anyone have a .fla or tutorial for the graphic EQ used for hearing the loop samples on this site. I really would appreciate it. thanks in advance!
BTW, here's the link to the loop sampler:
http://www.flashkit.com/loops/Techno-Dance/Techno/
AUDIO HELP
ok... is there any way to stream mp3s with flash without loading them in the movie????????
((EX:the mp3 is not in the .fla file it is on the web server ans the flash gets it and plays it))
THANKS FOR ALL THE GREAT FLASH KIT HELP!!!!!
__________________________________________________ __________
Help::audio
Hello,
I have 4 mp3s, each about 3.5 MB in size and I want them to play when a user clicks on a button. If I simply place the MP3s on a webserver and make a button on my swf file that is a direct link to the MP3, will microsoft media player begin and start streaming the music? If there is a better way, in flash for large files such as these?? please, please let me know. And if possible, please provide code.. i am only an intermediate at flash. Thanks soooo much in advance,
Danielle Examault
Audio
My client wants me to add audio to the intro page I did for his site. I found a tut here
http://www.flashkit.com/tutorials/Au...08/index.shtml
But not quite sure where to begin!
- what file format is kosher to use with FLASH? mp3? other?
- how do I get my hands on an audio file, other than
purchase one from http://********tyimages.com. hmmmm. Maybe burn a cd onto an mp3?
Simple newbie questions- thank God for this area of the board.
many thanks.
CRO8
Audio In Mx
anyone know why flash mx will not play some audio clip till the end. I did a test in flash 5 and they play fine, but in flash 6 the audio cuts short before it gets to the end.
thanks
No Audio
I am having a problem with a flash movie -- it simply have NO AUDIO!!!!!
It's a stand-alone projector (.exe).
I have 2 tipes of audio: one is a rollover button, for which I use the Sound() object; the other is an embedded Quicktime movie.
No matter what compression settings I use, they remain ALMOST INAUDIBLE. I have to raise the volume to the max to hear some murmurs.
I've tried to set up the sound programatically, but it doesn't work. I've done this hundreds of times before, and this is the first time it doesn't work.
HEEEEEEELP!
Thanks in advance,
Eduardo
Audio Help
searched, but couldnt find anything...
i am trying to import a rather large audio file (13 mins long), and i need to be able to start/stop the music to sync it with various pics etc. problem is, whenever i start the audio file, it will not stop w/the stop button on the controller. it just plays through to the end. any ideas?
thanks for any help.
A Sig W/ Audio?
hey. well, i am kind of new to flash, but i have seen some a couple of other people do tihs, and i wanted to do it myself.
i have seen sig's, like on forums, that when you put your mouse over it, it plays music.. like a whole song. and that is what im trying to do.
now, i am good with fireworks and photoshop, so ive made a good image, and i have the song i want to use... but other than that, i have no sweet clue what to do. i have tried a few tutorials and also looked in the "how do i..." section and the help section of flash, but i cant figure out how to do it...
could someone please help me out? it would be much appreciated. thanks.
oh, and im using flash mx 2004
Audio
I'm having a problem finding simple instruction on adding a song to an image montage. How do I get it to start on the first frame of the montage? How do I link it... I'm so lost, I've got everything else in this project done, but can't figure out Audio.
Audio Over Lap
I had a designer create an intro for an Interactive CD. It has an audio introduciton and loop sounds.
I then created additional scenes (like a mini website). On one scene I want to be able to click a button and have the user listen to a sample audio MP3 file. Then, hit stop button and return or when finished click button and return to original scene.
i have done this on other occations but now it is not working.
When I run the Flash file the MP3 audio begins playing during the intro! Can anyone help me figure out why the MP3 begins playing early? Or what I can do to make Flash call the MP3 only when the button is clicked?
Audio
I was looking at an audio tutorial... and it said to add sound you click on the key frame, Modify> Frame, I did that, but frame is not an option in the Modify menu, what's up?
Audio?
is there a way to build a audio player that is fully interactable...where you can pick from a list of songs and play or pause or volume control but with buttons i make?
xxxjosh
More Audio
i want to press a button and play a song...how do i do that?
xxxjosh
Audio Help.....
i was wondering if its possible to have an audio track in my library and have it to play only when the user eneters certain secenes wihtin my movie and stop then when the use leaves those scenes?
this has been buging me now for a while and would much appreciate any help.
regards
m4rty
Audio.....
i was wondering if its possible to have an audio track in my library and have it to play only when the user eneters certain secenes wihtin my movie and stop then when the use leaves those scenes?
this has been buging me now for a while and would much appreciate any help.
regards
m4rty
Audio Help
does anyone know where i could get a good audio convertor? which converts to mp3 via wma and wav? aswell anyone know any good techniques for making audio file sizes smaller to keep files size down?
peace out
m4rty
Audio Q
green_eye helped me out yesterday (thanks for replying!) but I am wondering if there is a way to compress my file size. I have imported a video as well as a sep. audio file. I have the audio in a movie clip and added a stop to it and then put it on the timeline. i am sure there is a better way since the file size is pretty large now. can anyone give me some sound objects info?
Audio
is it possible to pause and audio track that is on the timeline?
Audio
how can I load an external mp3 file to a movie on runtime, and play it infinite times?
mySound.loadSound("file.mp3");
mySound.start("0", 9999);
this is not working
Audio
Is there a way to have audio continue thoughout multiple scenes, like is there a code to put into an mc to say restart from the point in the audio you were already at?
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