Preloading Sound? Plz Help...
I am loading a 150kb sound loop into my movie at the start. The loop sits in its own SWF, so how can I have the main movie not start until the music movie has preloaded? Make sense?
FlashKit > Flash Help > Flash Newbies
Posted on: 07-24-2002, 11:28 PM
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Preloading Sound
hello
I'm wondering Why is it that when I put a preload scene in front of a scene that contains sound my file size resides in preload scene 1 so I never get to see the preload cause once frame one is loaded the whole file is
please help
thanks
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Preloading Without Sound ?
I have a main movie with sound wich loop in the end, before the loop start I have sevral loadmovie actions
loading additionals movies also with sound. How can I make these additionals movies load without hearing their sounds in the background ?
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Preloading Sound Only
hi all,
at the moment i have a preloader that uses a bytes counter. this is so i may employ the use of a perscentage bar/counter. this is of course counting the full 100% of bytes.
however, preferably i would like it to just preload the sound (and maybe images), for it is the sound/images that are taking up the greater percentage of the file size. my original solution was to dump all offending file hoggers on the first frame, preload that frame, then skip it and move on once loaded. however this isn't satisfactory for i can't see a bytes counter working with that - or maybe it can, u tell me
danke
b
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Preloading Sound
Ok, much like preloading instances for quicker playback, I figured I could copy sound and place it into its own scene to be checked by preloader to see if it is loaded, but problem is It sits on 0% and then 100% as soon as it loads apparently. I have preloader which loads graphic in 4 stages for sound in quarters 25 50 75 100. I just used if frames loaded command for it, but I guess this doesnt work? Any ideas- I figure if I have sound streaming though I dont need preloader. am I right>?
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Sound Preloading
I am dynamically loading an mp3.
I have a preloader, that uses a bar to show the progress.
this set of actions starts when the file is loaded, and loops until the file is completely loaded:
_parent.loadbar._xscale = _parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal()) * 100;
if(_parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal() >= 1){
_parent.MyMusicMC.MyMusic.start();
_parent.jukebox.playstop.gotoAndStop(1);
_parent.loadbar._xscale = 0;
_parent.lbaa.removeMovieClip();
}
The loadbar's size should be linked to the progress of the download. This worked offline, but when I checked it online.. it did not.
So I had it display the values for:
_parent.MyMusicMC.myMusic.getBytesLoaded
and
_parent.MyMusicMC.myMusic.getBytesTotal
Online Total equalled nothing and loaded equalled 0.
Offline they equaled a large number representing the actual data.
Does anyone have any idea what I should do?
Thanks!
Max
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Preloading Sound?
how do i preload a sound that is being exported for actionscript?
i have an action clip with this code:
onClipEvent (load) {
currentSong = new Sound(_level11);
currentSong.attachSound("song");
total = int(currentSong.getBytesTotal());
trace(total);
}
but the trace function keeps returning 0.
what's the proper way to do this? i've also tried doing:
total = int(_level11.currentSong.getBytesTotal());
with the same lack of results.
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Preloading With Sound
I attached sound to a flash game I am developing using the attachSound() function, it's not streaming. When my game loads in a browser, the preloader does not appear until the sound has loaded first is there a way I can work around this problem? It has been suggested to me that I could use loadSound() but that is not an option for me as I don't want to waste the extra bandwidth.
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Preloading Sound
hello,
ive used this tutorial to link up sounds to my website.
http://www.flashkit.com/tutorials/Au...-824/index.php
but running into problems when i set up a preloader.
because all the sound files load into the cache before the preloader is activated. the browser has to stare at a blank screen for a while, then is flashes 100%, and runs .
is there any solution to this problem>?
thanks,
jboom
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Preloading Sound?
Im trying to preload my flash site, I already have a preloader script which I know works in flash MX 2004 as I have tested it on some other sites. However on this new site I use a lot of sound which is attached to movie clips and exported for actionscript in the first frame...
when you go onto the site you dont see the preloader, wait for 5 minutes (on 56k) and then the whole site loads up.
I think because all the sound is exported flash loads it before the preloader?? anyone know a way around this or am I miles of track?
you can check out the site here
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Sound Gone After Preloading?
Hi,
I'm preloading the frames of my flash movie in the first frame, after UN-checking the 'export in first frame' from all the sounds in the library and assigning the AS Classes to export into frame 2 in 'Publish Settings' - my sounds appears have vanished for some reason....
Any help would be great....
Here's the code for the sound object (on frame 3 of the movie - beginning of the movie)
_root.createEmptyMovieClip("soundHolder0_mc", 1);
_root.createEmptyMovieClip("soundHolder1_mc", 2);
_root.createEmptyMovieClip("soundHolder2_mc", 3);
mySound1_sound = new Sound(soundHolder0_mc);
mySound2_sound = new Sound(soundHolder1_mc);
mySound3_sound = new Sound(soundHolder2_mc);
// attach sounds
mySound1_sound.attachSound("housesound");
mySound2_sound.attachSound("walking");
mySound3_sound.attachSound("mousey");
// loop sounds
mySound1_sound.start(0, 100);
mySound2_sound.start(2, 100);
// set volume
mySound1_sound.setVolume(25);
mySound2_sound.setVolume(100);
Thanks
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Preloading Sound?
Im trying to preload my flash site, I already have a preloader script which I know works in flash MX 2004 as I have tested it on some other sites. However on this new site I use a lot of sound which is attached to movie clips and exported for actionscript in the first frame...
when you go onto the site you dont see the preloader, wait for 5 minutes (on 56k) and then the whole site loads up.
I think because all the sound is exported flash loads it before the preloader?? anyone know a way around this or am I miles of track?
you can check out the site here
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Preloading Sound
Hey, I'm usig the following action to do sound:
scene02
firstSound=new Sound();
firstSound.attachSound("trance");
in the same scene I got this button:
on (release) {_root.firstSound.start()
..very simple!
in scene01 I've made a preloader:
if(_framesloaded == _totalframes){
nextScene ();
play ();
}
else {
loaded = Math.round(getBytesLoaded()/1024);
total = Math.round(getBytesTotal()/1024);
percent = Math.round((loaded/total)*100)+"%";
bytes = loaded+"kb loaded";
}
BUT this don't work with sound!! WHY?.. it works with any other movie..
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Preloading Images And Sound
I have built a preloader into my flash 5 movie.. it preloads using the "if frame is loaded" code. Once the movie starts it plays pretty slow because i have alot of images in the movie but when it goes around and plays the second time it plays at normal fast speed. How do you preload the images so when it plays it plays fast the first time. The images are called up from the library into the scene.. thank you..
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Preloading Sound Objects
i have sound objects in a flash 5 movie that are loading before my preloading routine. the movie is structured as follows:
i have a background image on frame 1.
the preloader starts on frame 2.
on frame 3, i have mySound=new sound ();
on various buttons in the movie, i have mySound.attachsound ("loop"); mySound.start("",999);
(where loop has been linked to object in the library)
given that the sound files are the bulk of the movie, this problem renders the preloader redundant (it finally kicks in at 80% loaded).
any help greatly appreciated.
yjk
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Preloading External Sound .swf
problem:
i'm trying to preload an external .swf whose only content are sound files linked as objects. in preview-movie, the sound files load perfectly into my empty mc on the main movie (i can fully modify all the linked sound objects from the main timeline). but when i test the movie on the internet, it blows through the preloader and my sound files are not playing. (it does so as well when simulating streaming under test-movie but i figured that was normal -- am i wrong? i am still able to access the sound objects.)
assuming the sound file is still loading in the background (ie, the preloader didn't catch), even if i wait for quite some time (~150k sound file on 56k dial up), still no sound.
theory:
the sound files are being pulled correctly into the mc-holder (instance named "noise") since i am able to call on these objects from the main movie. i believe its the preloading structure i have setup which is faulty.
frame structure / action scripts:
------------
//on frame 2 i have just the following action which defines the "preload" function used by the empty mc ("noise") on the main timeline...
function preload (theClip) {
if (!theClip.doneLoading) {
if (theClip._framesloaded>0 && theClip._framesloaded == theClip._totalframes) {
theClip.doneLoading = true;
}
//define variables
noiseLoaded = Math.round(theClip.getBytesLoaded()/1024);
noiseTotal = Math.round(theClip.getBytesTotal()/1024);
noisePerc = Math.round((noiseLoaded/noiseTotal)*100);
//define status outputs
nbytesOut = noiseLoaded+" kb of "+noiseTotal+" kb";
npercOut = noisePerc+"% loaded";
noiseBar._width = noiseBarHousing._width*(noisePerc/100);
//if not done loading, go back
_parent.gotoAndPlay (Number(3));
}
//if done loading, play on
_parent.gotoAndPlay (Number(6));
}
-------------
//on frame 3 i have the following action to tell "noise" to loadMovie (as well as the empty "noise" mc, loadbar, status boxes below this action script layer)...
noise.loadMovie("flash/noise.swf");
//on the "noise" mc i have the following action attached on the clip (not in the frames of the clip) (this mc has nothing in its frames - just all my sounds which have been linked as objects through the library)...
onClipEvent (enterFrame) {
if (this._url != _root._url) {
_root.preload(this);
}
}
--------------
//on frame 7 i define the various linked sound objects which should now reside in the "noise" mc (as well as start one of them)...
noise.loopStart = new Sound(noise);
noise.loopStart.attachSound("loopStart");
noise.loopBio = new Sound(noise);
noise.loopBio.attachSound("loopBio");
noise.loopStylings = new Sound (noise);
noise.loopStylings.attachSound("loopStylings");
noise.loopXperim = new Sound (noise);
noise.loopXperim.attachSound("loopXperim");
noise.loopStart.start("",999);
noise.loopStart.setVolume(50);
---------------
this has been driving me up the wall. exactly 24 hours ago, i was just beginning to learn about the pain that is preloading sound objects and i am sooooo close. please help before i throw this computer out the window.
young.frustrated.as.hell.jedi.knight
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Preloading External Sound .swf
problem:
i'm trying to preload an external .swf whose only content are sound files linked as objects. in preview-movie, the sound files load perfectly into my empty mc on the main movie (i can fully modify all the linked sound objects from the main timeline). but when i test the movie on the internet, it blows through the preloader and my sound files are not playing. (it does so as well when simulating streaming under test-movie but i figured that was normal -- am i wrong? i am still able to access the sound objects.)
assuming the sound file is still loading in the background (ie, the preloader didn't catch), even if i wait for quite some time (~150k sound file on 56k dial up), still no sound.
theory:
the sound files are being pulled correctly into the mc-holder (instance named "noise") since i am able to call on these objects from the main movie. i believe its the preloading structure i have setup which is faulty.
frame structure / action scripts:
------------
//on frame 2 i have just the following action which defines the "preload" function used by the empty mc ("noise") on the main timeline...
function preload (theClip) {
if (!theClip.doneLoading) {
if (theClip._framesloaded>0 && theClip._framesloaded == theClip._totalframes) {
theClip.doneLoading = true;
}
//define variables
noiseLoaded = Math.round(theClip.getBytesLoaded()/1024);
noiseTotal = Math.round(theClip.getBytesTotal()/1024);
noisePerc = Math.round((noiseLoaded/noiseTotal)*100);
//define status outputs
nbytesOut = noiseLoaded+" kb of "+noiseTotal+" kb";
npercOut = noisePerc+"% loaded";
noiseBar._width = noiseBarHousing._width*(noisePerc/100);
//if not done loading, go back
_parent.gotoAndPlay (Number(3));
}
//if done loading, play on
_parent.gotoAndPlay (Number(6));
}
-------------
//on frame 3 i have the following action to tell "noise" to loadMovie (as well as the empty "noise" mc, loadbar, status boxes below this action script layer)...
noise.loadMovie("flash/noise.swf");
//on the "noise" mc i have the following action attached on the clip (not in the frames of the clip) (this mc has nothing in its frames - just all my sounds which have been linked as objects through the library)...
onClipEvent (enterFrame) {
if (this._url != _root._url) {
_root.preload(this);
}
}
--------------
//on frame 7 i define the various linked sound objects which should now reside in the "noise" mc (as well as start one of them)...
noise.loopStart = new Sound(noise);
noise.loopStart.attachSound("loopStart");
noise.loopBio = new Sound(noise);
noise.loopBio.attachSound("loopBio");
noise.loopStylings = new Sound (noise);
noise.loopStylings.attachSound("loopStylings");
noise.loopXperim = new Sound (noise);
noise.loopXperim.attachSound("loopXperim");
noise.loopStart.start("",999);
noise.loopStart.setVolume(50);
---------------
this has been driving me up the wall. exactly 24 hours ago, i was just beginning to learn about the pain that is preloading sound objects and i am sooooo close. please help before i throw this computer out the window.
young.frustrated.as.hell.jedi.knight
ps - i had posted this on the 'newbie' section and was suggested to post it here. apologies if this appears to be 'spamming.'
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ok - i have an swf with a sound object (loop) that loads and plays called sound.swf. now i've heard that the best way to play this is keep it in an external swf and load it into your movie cos the sound object loads befor ethe first frame of the movie.
ok, so ive done that, but the sound doesnt play once its loaded into the movie clip. the sound.swf plays on its own, but doesnt when loaded into the main clip. is it something to do with the referencing?
this is driving me mad. any tutorials specifically on sound object preloading?
sid
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Preloading Sound Problem
Hello,
I am trying to preload my movie, and I am having the following problem. I am using the attach sound action script, and it is forcing me to export the mp3 on the first frame. However, it is causing my preloader movie clip not to show up until 128k is loaded. Could someone tell me how to correct this? Thank you so much.
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Hi Guys, I am having trouble controlling sound, I made a volume control, but i would prefer it to start the sound at zero, so when the user desires she/he can bring up by themselves. This is probably simple, but i can't figure it out.
My next question concerns with preloading in flash mx, if any knows where i can get a nice and simple preloader tutorial, please direct me to it.
Lastly, I am considering on purchasing 3d studio max 4 book and flash mx, which ones would you reccomend?
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How do some people preload their background loops before the main movie begins? I have several swf's, one for the main page, each content page, and one for the sound loop. I have a preloader set up for the main movie, but I would like to have the main movie begin after preloading both the main movie and the music. Any suggestions?
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Preloading Sound Objects?
I am using a lot of sound objects in a new project and it is mucking up my pre-loader. What happens is that the sounds are loading in frame 1 even before the preloader graphics appear on the screen, so that by the time the preloader appears on the screen the movie is about 75% loaded already.
I know that I can load the sounds in as another swf using "load movie", but that's pretty impractical in this instance. Any other ideas would be greatly appreciated.
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Preloading And The Sound Object
preloader which is otherwise fine does not work at all when i am using sound, that is i have a sound(mp3 5.5mb) in the library and it's exported for actionscript to make a new sound object but it isn't actually on the stage, to my knowledge that is why it's failing.
at the moment in frame one of the external 'track' swf
onClipEvent (load) {
total = _root.getBytesTotal();
this._xscale = 0;
}
onClipEvent (enterFrame) {
bytes = _root.getBytesLoaded();
amount = bytes/total;
percent = int(100*amount);
this._xscale = percent;
if(amount>= 1.0) {
_root.gotoAndStop("complete");
}
// then in the 'complete' frame
stop();
ss = new Sound();
ss.attachSound("track");
offSet = 0;
playing = "no";
? is it becuase the sound isn't actually on the stage
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Preloading Sound Loops...
I'm just wondering how to load sound objects on a specific frame. I have a little animation before my preloader, so loading the sounds on the first frame of the movie doesn't work. But I'd like to get the sounds loaded before the preloader. Any help would be appreciated!
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I have a sound file that I've embedded into my html page. Is there any way to make it load first and then it shud forward to the main page and start playing. ie there shud be like a sound preloader. I dont want this in flash, perhaps a javascript?> Pls help, any reply gr8ly appreciated.
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Sound Preloading Probs.
I am dynamically loading an mp3.
I have a preloader, that uses a bar to show the progress.
this set of actions starts when the file is loaded, and loops until the file is completely loaded:
_parent.loadbar._xscale = _parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal()) * 100;
if(_parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal() >= 1){
_parent.MyMusicMC.MyMusic.start();
_parent.jukebox.playstop.gotoAndStop(1);
_parent.loadbar._xscale = 0;
_parent.lbaa.removeMovieClip();
}
The loadbar's size should be linked to the progress of the download. This worked offline, but when I checked it online.. it did not.
So I had it display the values for:
_parent.MyMusicMC.myMusic.getBytesLoaded
and
_parent.MyMusicMC.myMusic.getBytesTotal
Online Total equalled nothing and loaded equalled 0.
Offline they equaled a large number representing the actual data.
Does anyone have any idea what I should do?
Thanks!
Max
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Sound Preloading Problems
I am dynamically loading an mp3.
I have a preloader, that uses a bar to show the progress.
this set of actions starts when the file is loaded, and loops until the file is completely loaded:
_parent.loadbar._xscale = _parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal()) * 100;
if(_parent.MyMusicMC.myMusic.getBytesLoaded()/_parent.MyMusicMC.myMusic.getBytesTotal() >= 1){
_parent.MyMusicMC.MyMusic.start();
_parent.jukebox.playstop.gotoAndStop(1);
_parent.loadbar._xscale = 0;
_parent.lbaa.removeMovieClip();
}
The loadbar's size should be linked to the progress of the download. This worked offline, but when I checked it online.. it did not.
So I had it display the values for:
_parent.MyMusicMC.myMusic.getBytesLoaded
and
_parent.MyMusicMC.myMusic.getBytesTotal
Online Total equalled nothing and loaded equalled 0.
Offline they equaled a large number representing the actual data.
Does anyone have any idea what I should do?
Thanks!
Max
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Preloading Sound Objects
I thought this would work, but no such luck. I'm loading a Sound Object , and I want to start loading another when the first one is loaded.
Code:
mainSound1=new Sound();
mainSound1.loadSound(_root.baseURL+"sound/amon.mp3", true);
mainSound1.start(0,1);
nowPlaying = mainSound1;
bytes_loaded = nowPlaying.getBytesLoaded();
bytes_total = nowPlaying.getBytesTotal();
if (bytes_loaded == bytes_total) {
Function(loadNext);
}
// FUNCTIONS
function loadNext() {
mainSound2=new Sound();
mainSound2.loadSound(_root.baseURL+"sound/djshadow.mp3");
}
function nextSong() {
mainSound2.start(0,1);
nowPlaying = mainSound2;
}
mainSound1.onSoundComplete = Function(nextSong);
stop();
Any ideas???
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Preloading Sound Objects
I've working on a site for a composer and I need to play a number of mp3s. I followed this tutorial:
http://www.kennybellew.com/tutorial/...d_multiple.htm
I works pretty nicely, but I'd like to adjust one thing. At present, you click the button once to load the mp3, then you usually need to click the button again at least once (and sometimes a few more times) to get it to start playing. I'd love it if it could just start automatically once it's loaded.
Here are my results:
http://www.timothywilliams.net/flash...reloaders.html
Any ideas? I'm open to a completely different solution...
Thanks!
Julia
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I want it like in www.juxtinteractive.com , only I want the sound to load after the site loads.
HELP
.. Ok OK.. I did go through the sticky thread, but couldn't find what I was looking for .. Or maybe ,
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Preloading Sound Really Buggy?
Please could someone advise on this one, cos I spent the entire afternoon on it yesterday and am pretty much on the verge of meltdown. Trying to do such a simple thing - preload some sounds!
After building a multi-movieclip preloader last week I thought it would be easy. However what I've ended up with is code that works sometimes and not others!
I use the Flash built-in simulator to test if the loading bar works or not and although it appears to be progressively loading the sound in, a trace command on getBytesLoaded() it more often than not displays this number as the getBytesTotal - effectively screwing up the loading bar. BUT then, on another occasion it might decide to work properly, getBytesLoaded will progress from 0 etc and the loading bar will work. It seems completely arbitrary and is causing me a severe headache! Have I come up against some sort of bug. Is my code faulty?? It just seems so strange that sometimes it chooses to work and sometimes not. Strange and completely infuriating! I'm using MX2004 by the way, although my coding is always MX. PLEASE HELP!!!
Update:- just tried loading swf in an html window and in the swf player independantly of Flash. Nothing works at all. It can't even seem to get off the first frame. I think that the
ActionScript Code:
this[currentSound].onLoad = function() {
is the problem. I seem to remember that I ran into problems with 'onLoad' before ages ago - someone told me it was buggy or something. I really really do despair!
Code below
ActionScript Code:
stop();
soundArray = new Array(null, "sound1", "sound2", "sound3");
soundNum = 1;
function loadSounds() {
//
//
preloadNow = true;
this.onEnterFrame = function() {
mySoundBytesTotal = this[currentSound].getBytesTotal();
mySoundBytesLoaded = this[currentSound].getBytesLoaded();
trace(mySoundBytesLoaded);
//
//
//this is a preloader taken from the excellent [url]http://www.kennybellew.com/tutorial/[/url]
//
if (preloadNow == true && mySoundBytesLoaded>0) {
mySoundLoading = Math.round((mySoundBytesLoaded/mySoundBytesTotal)*100);
if (mySoundLoading == 100) {
preloadNow = false;
}
preloader.percentLoadedText = mySoundLoading+"%";
preloader.loadBar._xscale = mySoundLoading;
}
};
//
//
//
//
currentSound = soundArray[soundNum];
//
//this progressively loads each sound, stepping through the array
//
trace("loading..."+currentSound);
this[currentSound] = new Sound();
this[currentSound].loadSound(currentSound+".mp3", false);
//loads each sound in as an event
this[currentSound].onLoad = function() {
trace(currentSound+" loaded");
checkAllLoaded();
};
}
function checkAllLoaded() {
if (soundNum>=soundArray.length-1) {
this.play();
//when all sounds loaded, the movie advances and plays the first frame
} else {
soundNum++;
loadSounds();
}
}
loadSounds();
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Preloading Attached Sound
Hello!
Also, I am just beginning. I have read lots of posts with similar problems, however, my preloader is slightly different as it is a separate file altogether.
I have attached a sound on frame 50 of my movie using 'attach sound'.
It plays fine. On my linkage I have ticked 'export on first frame'. When this is not ticked it does not play. So I left it ticked.
My preloader is a seperate .swf that loads the movie that has the sound.
I can tell the sound has loaded as the preloader takes a lot longer. However, when the movie has loaded and begins to play the sound just does not exist. Or it is shy and does not want to talk.
I can't do the thing everyone is suggesting (moving sound to frame 3 and unchecking 'export on first frame', then modifying my preloader script) because my preloader is separate to my movie.
Do any smart flash brains have a suggestion, because I am not yet a smart flash brain. Perhaps I am a couple of brain cells at the moment. Anyway, I would be thrilled to have help in conquering this irritating problem!
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Problem Preloading Sound
Hi,
I'm trying to load a Sound file using the loadSound() method. Here is the code i'm using:
Code:
var mySound = new Sound()
mySound.loadSound("NellyFurtado-Powerlessdesiremix128K.mp3", true)
this.onEnterFrame=function(){
if (mySound.getBytesLoaded()<mySound.getBytesTotal()) {
load_txt._visible=1 <-- Dynamic Textbox on Stage
percent=Math.round((mySound.getBytesLoaded()/mySound.getBytesTotal())*100);
load_txt.text = "Loading Audio...."+percent+"%";
} else if (mySound.getBytesLoaded() == mySound.getBytesTotal()) {
load_txt._visible=0
}
}
The dynamic textbox (load_txt) is displaying the loading progress but the sound starts playing after the loading reaches 5%, is it because the sound is getting streamed and that i need to capture the streaming info and not the load info ? Any suggestion is welcomed.
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Preloading A Movie With Sound Object
hi guys thanks for reading my query. Can u tell me how to preload sound in a movie where the sound is being used as
s= new Sound()
s.attachSound("a")
a.start()
I have tried many methods but the sound just loads in the first frame so no preloader works help i even tried a stupid tutorial on the web to but it was way too complicated to understand plzz help.
thanks harnoor
[Edited by harnoors on 02-09-2002 at 05:18 PM]
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If someone could help me with preloading sound. I know there has been several posts. I have read all of them.
All I can find is to use external .swfs using loadmovie. Can attachsound not be used at all when preloading because of the linkage in the first frame?
Thanks,
Andrea
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Preloading Woes. Using Embedded Sound
Hello,
Although I have flash experience, this is my first time using embedded sound, with the library linkage property of "export for actionscript & export in the first frame".
I am just using a simple getBytesloaded/getBytesTotal loader, but exporting all audio on the first frame causes the preloader to fail because the data is before the preloader.
Am I missing something?
Have any ideas?
Is there a better way?
Is a dynamic import of audio a better choice?
Any and all ideas appreciated..
Thanks...
3PRIMATES
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Problem: Sound Class Preloading
Here's the situation:
1. main.swf
Contains 6 scenes. 1st is the Preloading scenes, 2nd is a Main scenes, 3rd - 6th is just miscellaneous scenes.
***Note that all works fine. 1st scenes loads and proceed to 2nd Main.
2. music.swf
another swf file for background music looping itself. with controls. Works well itself.
I inserted loadMovieNum("flash/music.swf", 1); into one frame in scene 1 of main.swf. So when played, the music will come out once it finish the preloading.
***Note that main.swf preloading scenes does not preload music.swf. They are different files.
When play on either the Test Movie or Published then HTML, the entire scenes of both .swfs works FINE.
Here's the problem:
When uploaded to my website, the flash preloads all the way, but does not load the music.swf which I incorporated into main.swf.
Suggested Solutions??
Because I am doing a scene to scene change. Making a different swf file just for music to incorporate is essentially the only solution I thought of for the music to loop throughtout the flash event. I couldnt think of another way.
1.
Maybe someone could help me with the preloading in scene 1 of main.swf which will also preload the music.swf file.
Or
2.
Perhaps, a solution that will solve my music loop that function inside main.swf itself instead of a different swf file. main.swf is a scene to scene swf.
Hopefully someone out there has a solution!!
Thanks!!
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Sound Wont Start After Preloading
Hi I haver this code to load a song on a button(name stored in songInput)
Code:
myInputSound.loadSound(songInput,false);
//then a preloader loop is called
Loader_mc.gotoAndPlay("loader");
in the preloader I have
Code:
myInputSoundBytesTotal =_parent.myInputSound.getBytesTotal();
myInputSoundBytesLoaded=_parent.myInputSound.getBytesLoaded();
if (_parent.preloadNow==1 && myInputSoundBytesLoaded>0) {
myInputSoundLoading=Math.round((myInputSoundBytesLoaded/myInputSoundBytesTotal)*100);
if (myInputSoundLoading==100) {
_parent.playing=true;
_parent.paused=false;
_parent.stopped=false;
_parent.myInputSound.start(0,0)
_parent.preloadNow=0;
gotoAndStop("loaded");
}
_parent.percentLoadedText=myInputSoundLoading+"%";
problem is the song preloads perfectly, percentage displays, duration appears when loaded, position shows 0, but song does not start playing. If I click the play button again it starts.
I want it to start as soon as it finishes preloading.
I have noticed that if you visit the site again after you have already preloaded the songs and select one they will start immediately.
They also start immediately when testing locally.
any ideas?
mark
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Help With Creating A Slideshow (preloading Sound)
This is probably a noobish question, but I wanted to get everyone's input before I begin this project on my own and waste a lot of time only to come back here and post.
I am combining a series of snapshots of ppt slides with audio narration into a flash slideshow. I was planning on organizing the movie the following way:
A separate scene for each slideEvery scene will load an external swf file with the audio narration for that segmentOnce Scene 1 is loaded and starts playing, the movie should start pre-loading Scene 2, so that when Scene 1 ends and automatically forwards to Scene 2, it will be pre-loaded.Every scene should have a "Next" and "Back" buttons, that should skip or back up a scene.
However, I am not sure how to get this accomplished in an elegant way, since the number of slides will vary from time to time. Specifically, I have questions about the following:
Assuming I name all moves sequentially (i.e. audio01.swf, audio02.sfw...), how could I get the movie to know the # of the slide, and automatically load the appropriate audio file?Same question, but for the navigation buttons - how could I dynamically tell the buttons the slide #, so that the back button would go to Scene(x-1), and the next button would go to Scene(x+1)?
If anyone has any suggestions on a better way of automating this, I would love to hear it. TIA
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Sound Causing Preloading Problems.
Hi,
I have this problem.
I have a progess bar and percentage preloader that shows up only at 90%.
After removing sound from my scene one(The scene that is palyed after being loaded), it works fine.
Any ideas on how i could fix that?
thanks
Metal Fusion
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Help With Preloading Sound/complex Scenes
okay, here's the situation: i have a movie with 5 scenes, all containing their own unique sound file with the animation synced to the sound. i need an effecient way to preload the entire movie so that the sound and animation all stay synced together. i have literally tried about 100 different ways. i'm not very proficient with actionscript so basically i read tutorial after tutorial on preloaders. i have yet to find one that will solve this problem. someone please help!! oh yeah...there's no stopping in between scenes, the movie is supposed to play seamlessly from beginning to end. Thanks in advance to anyone that helps!
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Preloading SWFs W/ Sound In A Movie On CD
I'm having a major problem with a presentation that is to be distributed on CD.
Here's the premise: There are 5 videos ranging in length from 1 min. to 3 min. They are in a frame 480x360 and the only control is with 5 buttons that allow you to jump from movie to movie.
Originally, I put all the movies (FLV format) into one movie assuming that distribution on CD would allow them to play without delay. I ran into my first problem when the .exe file that I was trying to autorun took as long as 30 seconds to even come up on the screen.
My most recent attempt has made me put each individual movie (still in FLV format) into their own SWF files and call them into the main movie. Now the problem has shifted from the main movie autostarting quickly (due to the small filesize) to each movie having some lag time before it starts.
I've tried to preload the movies into a hidden movieclip off the stage, but each movie has sound, and while the movies themselves load in fine, I still get the sound.
Is there anyway to load in the SWF files ahead of time without them actually playing offscreen or at least without the sound playing? I'm really not an actionscripter, so if you have a suggestion, please explain it in dummy terms.
Thanks so much for the help!
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I'm loading some swf's that only contain video (with integrated sound) using the Loader componant. Everything's working fine, except that I want the video to start to play after a 35% of the swf has loaded. Problem is when the video begins play there's sound but no video until the swf is completely loaded. If I use a MovieClipLoader everything loads together, but with the testing glitch, it'd make my life a lot easier if I could just use the Loader componant.
Anyone know how to get the sound and video of an swf to load at the same time using the Loader component???
'preciate it!
-mother
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Sound Loads Before Preloading Animation.
Hi there!
I'm developing a website with sound objects controled by action script using new Sound(); attachSound(). I have an animated preload inside a movieclip in the first frame, but it don't load before the sounds. The screen remains empty until the sounds are loaded. If I uncheck the option "Export on first frame" in the linkage dialog box for the sound file in the library, the actionscript don't calls the sound anymore.
The only thing I want is to have my sounds preloaded in my movie with an animated preload in the begining. (keeping the method of calling sounds by action script)
How are you people used to do this?
Thanx a lot every body!
Alex Gomes
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Sound Loads Before Preloading Animation.
Hi there!
I'm developing a website with sound objects controled by action script using new Sound(); attachSound(). I have an animated preload inside a movieclip in the first frame, but it don't load before the sounds. The screen remains empty until the sounds are loaded. If I uncheck the option "Export on first frame" in the linkage dialog box for the sound file in the library, the actionscript don't calls the sound anymore.
The only thing I want is to have my sounds preloaded in my movie with an animated preload in the begining. (keeping the method of calling sounds by action script)
How are you people used to do this?
Thanx a lot every body!
Alex Gomes
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Preloading Linkage Sound Prob.
Last edited by fappy : 2002-05-17 at 04:47.
I've have some sound on my mainmovie using the linkage...
but when preloading the main movie, it first loads the sound
because i use linkage... so the fist 15 du to 50 seconds nothing happens...
The solution.. using a external swf for the sound that loads into a mc.
But the problem is that i'm fermiliar with the preloader that is inside
the first scene of the external swf. So if i go to options/sound i won't see
that it is still loading.. Solution... swf preloader that is inside the
mainmovie that loads the externl swf using the OnClipEvent. That also display
the %percent value inside a txtBox... but how...
This is how i load in external swf at the moment:
This is the action i assigned to the button that loads the swf into the mc
code:
------------------------------------------------------------------------
on (release) {
loadMovie ("external.swf", "_root.holder");
}
------------------------------------------------------------------------
the external SWF is build with 2 scenes, in scene 1 is the preloader in scene 2 the
content. The preloader on scene 1 is build like this...
I've placed the following script in frame2 on scene1(preloader)
code:
------------------------------------------------------------------------
if (_this.getBytesLoaded() >= _this.getBytesTotal()) {
_this.gotoAndPlay("loaded");
}
percentLoaded = Math.round((_this.getBytesLoaded()/_this.getBytesTotal())*100);
loadingText = "Loading content..." + percentLoaded + "%";
------------------------------------------------------------------------
and placed a textfield called "loadingText"
on frame 3 is the following script.
code:
------------------------------------------------------------------------
_this.gotoAndPlay("check");
------------------------------------------------------------------------
on frame 8 is the action "play"
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I'm building an application in MX that needs to use a fairly large library of sounds that are exported for actionscript in the first frame (as per the default linkage settings) and the movie won't display the first frame until it finishes downloading all the sound data.
I tried building a preloader file that would load my application into a movie clip, but the sounds would never play from inside the clip. I'm never referencing the _root in any of the script, so I'm not sure where the problem is. I can't figure out how to even check to see if the sound files are being attached to the sound object when I call them or if it's simply doing some sort of stopallsounds command at random.
I have also tried loading the application into the root level of the pre-loader but even though the sounds work properly when I do it, the preloader graphics are all wiped out as soon as the application begins to load and I'm stuck leaving users with a blank screen until all the files finish loading.
Does anyone know of a problem with defining a sound object inside of a movie clip (I tried setting them all to _root also and that had no effect either) or is there some problem with referencing an externally-loaded library if it's not in the main timeline? I would have just spread out all the sounds on different frames but the whole point of the application is to make it simple to dump a bunch of sound files into the library without having to attach them to specific frames.
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Hey, I have been messing around with it and trying different things but failed. I have a movie that on frame 2 has a preloader bar only, and all I want is for it to preload an external image called image1.gif (shows up on frame 3) and sound1.mp3 . The sound file however only loads when I click the play button on frame 10. How would I preload these 2 things but not play the sound file until frame 10?
Please help, I have searched many places but I am not near advanced enough to "expirement in mixing," it always fails.
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