Streaming Sound Distorted - Sound Object
I have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow. its kinda funny, but I doubt my boss will think so.
anyone ever run into this before?
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 06-14-2004, 01:39 AM
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Streaming Sound Distorted - Sound Object
I have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow. its kinda funny, but I doubt my boss will think so.
anyone ever run into this before?
Streaming Sound Object
Help, please!
I've got a short intro for a web app that includes a streaming sound using Sound.load into a dummy movieclip
I'm having trouble getting that sound to stop streaming if the user wants to skip the intro.
Any suggestions?
Sound Object (streaming) - Mac | PC
Hi guys. It's me, emerging from the depths of the backend forum and blinking in the sunlight ...
I have made a little audio stream Flash movie. It works fine on my Mac (OS X), on Safari, Firefox and IE/Mac. It plays the sound, and updates the display with the amount of time played, how much of the sound has been streamed, etc. All as it should.
However, when I try it on Windows box (XP) in either Firefox or IE, it doesn't play the sound. In Firefox it streams it but won't play it; in IE, it won't even stream it.
What's going on? Is there some difference between the behaviour of the Flash player on the Mac and on PC?
This is the line of code I am using to load in the sound from the server and start it playing. 'this' is the object that handles the data and events surrounding it;'this.sound' is the actual Sound object; and 'this.url' is the href of the MP3 file.
Code:
this.sound.loadSound(this.url, true);
I don't have an explicit call to start() but I shouldn't need one, should I, if I'm streaming the audio ... what really puzzles me is why it works in my Mac but not my PC. And it's not just my PC either, it's also broken on my mate's PC (he is running IE).
Very, very confused. Help!
Sound Object > To Play While Streaming
Hi Guys,
I had a question. So now I am streaming an mo3 file using the sound object (loadSound function) ...
So the mp3 is loading (and I have a progress bar showing the percentage loaded) and while it is loading it is being played. Now, when the playhead (the location being played) reaches the end of whatever has been download, it goes to the beginning (repeats). I am looking for a way to make the sound pause once it reaches the end, and then wait until a reasonable amount has been downlaoded, so that it may continue playing again. I hope I was clear.
Thanks !!!
Sound Linkage ... Sound Distorted
I imported different mp3's in the library which I link for export in actionscript.
I then use the following actionscript (examplea) :
music = new Sound();
music.attachSound("sound2");
music.start(0,999);
The problem I have is that through linkage the mp3 sound are all distorted ! Anyone else having this problem ? Any solution ?
Thanks,
Smalco
Streaming Audio / Sound (object) / Radio, Etc.
I'm trying to make a flash movie that's essentially like a radio that streams mp3s. Ideally, it would function like the one on http://www.superhere.net.
I'm trying to figure out how to use Sound objects to make a dynamically-loading playlist sort of deal, with the soundOnComplete method, but I can't get sound objects to work for me period.
I don't know what's wrong, but I'll try to come up with some questions. Where should I be writing out the ActionScript? In its own layer in the main movie, or should it be attached to a symbol?
I'm pretty much a novice, so please excuse me if I sound like a moron.
Thanks a lot for your time.
Sound Object Issue: Streaming And Methods
with streaming mp3s...
CALLING ALL SOUND OBJECT ACTIONSCRIPT EXPERTS!
DOES ANYONE HAVE ANY USEFUL INFORMATION THEY CAN SHARE?
The problem:
In the case of dragging a playhead pointer, I can stop the Sound Object ( works ) and then I want to restart it at the pointers position. I am using the start(offSet,loop) method. Does the start method NOT work with streaming sounds?
Also, I'm guessing that the start method would all work better if I assigned a linkage ID to the sound i want to control...but I don't think that is possible with loading mp3's dynamically. I am using...
Code:
track1.onRelease=function(){
if(!soundplaying){
currenttrack="mp3/intromusicloop.mp3";
soundplaying=true;
playingsound.loadSound(currenttrack,true);
}
}
-Obviously i can't set a linkage from there as the sound is coming via the loadSound method.
I"m not looking for answers just information to understand what is going on when otherwise all my scripts look fine. I thought may be there may be some peculiar properties going on that are undocumented.
Thanks in Advance!!!
Sound Object Funkiness W/ A 2nd Streaming Audio File
Here's my issue... on frame 1 of my root timeline I have background music that is called from the library (works fine)by the following code:
code:
_root.bgMusic = new Sound();
_root.bgMusic.attachSound("winning_drive");
_root.bgMusic.start();
_root.bgMusic.onSoundComplete = function() {
_root.bgMusic.start();
};
I also have a narration that is on the actual timeline being streamed(works fine as well).
on frame 30 I have the following code to lower the volume of the background music ONLY, but it lowers both the narration and the background music... WHY!!!
code on frame 30:
code: _root.bgMusic.setVolume(40)
How To Control The Sound Volume On A Timeline Base Streaming Sound?
Hello everyone,
I have a MovieClip "Animation" with added sound as a Streaming. I have also created a Volume SiderBar which I would like to use to adjust the volume of the sound on my Flash.
The Volume SliderBar work fine and I need to some how assign the volume to the position (Value of) volume. I was wondering if someone can tell me how I can do this on a sound which is timeline based?
Thank you very much and have a great day,
Khoramdin
Sound Is All Distorted
hey all
i imported an mp3 and justr plays on the one frame. however the sound is all distorted, it sounds like its skipping but is not. it plays fine in itunes, winamp etc.
any ideas
thanks, marty
Sound Volume Control Using Streaming Sound In Timeline?
I am building a Flash 8 movie with animation that is synced to music in the timeline using streaming sound. At a few points I need the music to fade out and then play a video. When the video is done playing I need to come back into the timeline and have the music fade back up at the same point where it left off.
Is there a way to do this? turn down/up the volume of a streaming sound?
Streamed Mp3, Sound Distorted
hi,
I'm using this to stream sound clip,
mySound = new Sound();
mySound.loadSound("mp3/hsbcstacks_vo.mp3", true);
but when i export the swf, the sound is distorted and sounds like it was slowed down. How can i fix this? Thanks
.stop() For Sound Object Stopping Embedded Video Sound
I have a problem where the stop funtion for a sound object is stopping the audio in an embedded video. Has anyone ever encountered this? Ihave poured over my code and there is no cross-linked intance names, so I do not have a clue what is happening.
Stoping And Playing Sound At A Particular Point (using Sound Object)
Hi,
I have a movie in which i have a voice over and some animations which is in sync with the VO. I have a play button and stop button.
I am using the sound object method to play the sound and the animations are in timeline.
I have to stop the movie at any point in time and when i click on play the sound should start from the point where it stopped..But it is not happening.
Please help me..
am having a deadline today..
lamus
Glitch With Sound.position And External Mp3 Sound Object
Hi,
I am in the midst of build a flash mp3 player and have chosen to load all of my mp3s externally and streaming using this method:
sndAudio.loadSound(track01, true);
The problem I am running into is that when track01 starts playing and I switch to another sound i.e.:
sndAudio.loadSound(track02, true);
the value in sndAudio.position doesn't get reset. This is causing havoc for me in my pause function and my counter as well... I am guessing I have to somehow delete the sound object and repopulate it when I stop a sound or start a different one but I am having trouble figuring this out. Has anyone had any luck with this before? Here is how I am initializing my sound object:
this.createEmptyMovieClip("mcSoundHolder", this.getNextHighestDepth());
var sndAudio:Sound = new Sound(mcSoundHolder);
I am running Flash MX 2004.
Thanks to anyone who can lend a hand,
Cheers,
T-Dawg.
Stop Sound File Early (using Sound Object)
I know I can use the play() method of the Sound object to offset the beginning of a sound. Ex:
mySound.play(2000) - plays the sound beginning at 2 seconds
Is there a way to get a sound to stop early? For example, if it is a 20-second sound, can I get it to stop at 18 seconds? Thanks!
How Do I Load External Sound Into A Movieclip Vs. A Sound Object?
I have a sound player movie clip that is designed to play the sound loaded into the parent movie clip. In particular, it uses "_parent.gotoAndPlay(targetFrame);" to start playing the sound. And it works well for statically loaded sounds.
However, how can I use this sound player movie clip with dynamically loaded sounds? The player requires a sound to be loaded into the parent movie clip, but the only way I know of loading an external sound is instantiating a new Sound() object and then using .loadSound(...). But loadSound doesn't load the sound into a movie clip.
So, how do I load an external sound into a movie clip versus a Sound object?
Thanks!
_global Sound Element/ Shared Object Sound
THIS IS DRIVING ME CRAZY
Im programing a childrens game that teaches music.
Needless to say there are a lot of sounds involved, so natuarrally I only want the sounds to load one time then just be referanced later to be played.
However, this game consists of about 10 different .swf files, that jump back and forth depending on user navigation.
I have tried defining the sounds as _global like so
_global.mysound = new Sound ();
_global.mysound.loadSound("noise.mp3")
playsnd = function(){
_global.mysound.start(0,0)
}
However this will only play in the clip it was defiend in, and I need it to be able to be called from any of the .swfs
I use this code to transpher between movies
unloadMovie(this)
loadMovie("new", this)
I have also tried converting the sound to a Shared:Object but it two only plays in the clip it was defiend in
user_so = SharedObject.getLocal("sndz");
_global.sndz = new Sound(this);
sndz.loadSound("soundz/parry.mp3");
user_so.data.song = _global.sndz;
_global.playsnd = function() {
trace("getting called");
user_so.data.song.start(123, 1);
};
user_so.flush();
OMFG, I have a deadline on Thursday, and I have not been making any progress
PLEAS HELP!!!!!!!!!!
Sound.extract() On Streaming Sound ?
hi,
i'm currently playing around with the new Sound functions from flash 10. The sound object now has a function extract(), which lets you access raw audio data for manipulation.
Does anyone know if this method should also work on streaming sounds ? When calling it on a mp3 file it works fine, but the byteArray i'm passing to the extract method stays empty when the sound is a stream.
Anyone of you tried that yet ?
Synchronsing Sound Using Sound Object Method
before flash 7 you were able to synch the sound to the timeline with and option in the properties window (using the "stream" or "event" setting) - this would ensure any animation would keep up with the soundtrack, and if need be would skip frames.
how can you do this with the new sound object and actionscript??? - is there a method for it? at the moment im creating a new sound object and then use the attachSound method to bring the sound in from the library, but it doesnt automatically synchronise with the graphics on the timeline
anyone any ideas?
cheers
steve
HELP Sound Object Stop Kills Flv Sound Too
code:
if (!firstTime) {
_root.introMusic = new Sound();
_root.introMusic.attachSound("music");
_root.introMusic.setVolume(50);
_root.introMusic.start(0, 1);
firstTime = true;
}
music_btn.onRelease = function() {
if (!rockNow) {
_root.introMusic.setVolume(0);
this.gotoAndStop(2);
rockNow = true;
} else {
_root.introMusic.setVolume(50);
this.gotoAndStop(1);
rockNow = false;
}
};
stop();
This script for my "music on/off" btn kills ALL audio and not just the sounds object audio. It also pauses FLV playback (I'm using the FLVplayback component). Any insite?
I've tried modifying the above AS not using the "_root." to target the obj and also stop() and start() on the obj instead of just volume control. HELP!!!
Thanks,
1M.
Load New Sound Into Existing Sound Object
I have an extremely simple AS3 mp3 player that I'm trying to create but the problem I'm running into is that I can't seem to load a new song into my sound object when I switch tracks. Here's the basic code I'm using:
Code:
var sound:Sound = new Sound();
var sControl:SoundChannel = new SoundChannel();
var isPlaying:Boolean = false;
function triggerAudio(id:Number, path:String, type:String):void {
if(isPlaying){
sControl.stop();
sound.close();
isPlaying = false;
} else {
sound.load(new URLRequest(path));
sControl = sound.play();
sControl.addEventListener(Event.SOUND_COMPLETE, completeHandler);
isPlaying = true;
}
}
Right now, playing an initial song works
Stopping a song works
But loading a new song over top of a previously loaded song doesn't.
I'm brand new to AS3, what am I missing?
[F8] Recording Sound From A Sound Object To Mp3 Using AS - Brainstorm Here
Hi guys,
Im creating a number of little flash instruments, that I need to be able to record the sounds/songs they create. AFAIK, there is no official way to do this in AS, but I was hoping the more creative scripters around here might be able to help me find a solution?!
The worst case scenario is using the microphone I guess, but i would like to avoid that if at all possible.
Please brainstorm with me here!
Steve
Sound Object Attach Sound Or Load
Hi
I am wanting two sounds in my FLA one for movie clip buttons and one for background music.
In the past I have created a sound object and just loaded the file from a location on the server, but I've just seen an aletrnative method thats works very much in the same way but you import the sound files into the library and then export for action script and then attach them to the sound object.
Which is the best method to use? If I bring them into the library do they contribute the FLA size? and if they do is this worse than just loading them?
What are the pros and cons of each method? and which is best to use?
Thanks
Ricky55
Advance Sound In Sound Object?
Hey all. Check this:
I need to advance a sound to a certain timeframe. For example, go to 120000 (2 minutes). Is there an way of doing so?
Thanks,
Leo
The Sound Object 'mySound=new Sound();
I had an Idea of using dialogue sound and background loops together on my demo. I wanted to do this using the Sound object using linkage to export all sounds embedded in the same .swf. I also wanted to have two volume sliders. One controlling the volume of the Dialogue, the other controlling the background loops, using the mySound.setVolume(); method.
The problem: everytime I instantiate a new Sound() object it supercedes the old one, even though I give the two objects unique identifiers (names)
Can you only have one sound object playing at a time?
Loading Sound With Sound Object() 'DAP'
Hello,
i was running a test in trying to preload mp3 dynamically using the loadSound function and notice that if am running DAP which is the download accelerator program the flash file doesnt work and instead DAP tried to download the mp3 file. however on diasbling the DAP it worked.
did any one ever encounter a similar problem? was there a solution
Sound Object To Tell You When Sound Stops?
I'm having a problem. I'm developing an intro/offline presentation in flash for a client and it has music in the background to go with it. I have imported the sound and attached it to the first frame after the preloader using the sound thing in properties panel. Now how do I know when the sound ends? If i put a frame down a couple 1000 frames i see where it says it ends, but i added a keyframe on a different frame there and put something like "music ends" in a text box, but when i play it the music ends about 30 seconds before that. And the worst part is it ends at different times depending on the computer. I want to display something right when the music ends. Is there some way (probably with sound object) i can do something like this:
[on frame 999]
if(!sound.on){
gotoAndPlay(1000)
}else{
gotoAndPlay(998);
so it keeps testing to see if the sound ends, and when it does it continues to play the rest? I took out moock's Actionscript the Definitive Guide, but all i can find on the sound object is how to control stop and play, not to test if it is playing.
Thanks
[F8] AS2 Sound Object - Sound Never Plays
Hi there, I'm trying to build a JS sound control class using some simple ActionScript and ExternalInterface.
Problem is that the sound never works when I try to play it. Is there a glaring omission in my code?
PHP Code:
import flash.external.*;
import System.security;
System.security.allowDomain("*");
var sounds = new Object();
function registerSound(url) {
var s:Sound = new Sound();
log('URL is: '+url);
s.loadSound(new URLRequest(url), true);
sounds[url] = s;
log(sounds[url]+' registered.');
}
function startSound(url) {
log("Starting sound: "+url);
log(sounds[url]);
s = sounds[url];
s.start();
s.onID3 = function() {
for(var i in s.id3){
log(i+':'+s.id3[i]);
}
}
}
function log(mess) {
ExternalInterface.call('console.info', 'Flash: '+mess);
}
ExternalInterface.addCallback("startSound", this, startSound);
ExternalInterface.addCallback("registerSound", this, registerSound);
Thanks for the help!
Looping Sound Using Sound Object...
Hi i have the following AS code:
ActionScript Code:
var song_sound:Sound = new Sound();
song_sound.attachSound("background_music");
btnSoundOn.onRelease = function() {
song_sound.start();
};
btnSoundOff.onRelease = function() {
song_sound.stop();
};
At the moment on clicking sound on, it plays the track once, is there a way i can make it loop continuously?
Sound Object - Specifying Only Certain Sound To Stop
Hi everyone. I'll try to make this as brief as possible. I am creating a flash project which contains video on a few pages. The project also contains background music which loops contiuously.
The goal is to have the background music stop whenever the user is on a page containing video and for the music to play again when the user leaves said page.
The script I created works to stop the music, but it also stops the audio contained within the video and causes the video player (by proxxus) to lock up.
The solution is probably a simple one, but I'm having difficulty figuring it out.
If anybody can see where I've gone wrong, your help would be greatly appreciated. Here's the setup:
Library:
music.wav - linkage = "myMusic01"
Main Timeline:
Code:
//-- create a variable to determine if the current movie contains video
var currMovie:String = "notVideo";
//-- start playing sound object
myMusicMc.myMusic.start(0, 999);
myMusicMc (residing on main timeline)
frame 1
Code:
//-- set up sound object
myMusic=new Sound();
myMusic.attachSound("myMusic01");
frame 2
Code:
//-- check the variable "currMovie"
if (_root.currMovie == "Video") {
_root.myMusicMc.myMusic.stop();
} else {
_root.myMusicMc.myMusic.play();
}
frame 3
Code:
//-- create a loop to continuously check the variable
gotoAndPlay(2);
on the actions layer of the movie clip containing my navigation controls
snippet of the callback used
Code:
videoLink_mc.onRelease = function() {
_parent.prodDetail_mc.gotoAndPlay("video");
_root.currMovie="Video";
}
on all the other buttons currMovie is set to "notVideo"
Sound Streaming
Hey gang!
I have a huge sound file - 2 min and a half, a voiceover to a story, - (12MB in wav format) that I wanna play as a swf (580KB at the settings that I need) off of a web site (of course). Then, when I do the testing as to how it is going to stream at a specific dial up connection and I set a preloader so that theoretically the actual play will never catch up with the point to which the file has already streamed (believe it or not, Flash says zero preload time at 56KB/4.7KB(sec) connection speed, when I set it to play when just 4 sec out of the 2 min and a half have been loaded), everything looked great before I had this one question (and before I actually test it on a dial up connection and see whether what Flash says isn't complete nonsense). What happens if for some reason a net congestion occurs while the file is streaming? real audio will rebuffer and continue playing from the point the congestion occured, but what happens to a streaming swf file?
And, if it stops playing and does not rebuffer automatically, would a workaround be to write a script in there checking continuously whether _currentframe+40 has been loaded (to give it some leeway) before it starts playing at all? something like
ifFrameLoaded (_parent._currentframe+40) {
gotoAndPlay (_parent._currentframe);
}
Streaming Sound
Please check out my first two flash sites. http://www.lesliequarcoopome.co.uk and http://www.lesliequarcoopome.co.uk/beta.htm
They are both in development at the moment so any comments most welcome. Good and bad as long as its constructive.
Any ideas also on how to stream sound in flash is most welcome too - as both these sites feature music heavily.
Cheers all
Sound Streaming
Hi!
I made a movie in Flash5 in which I imported some sound files. The
sounds play in the movie starting from the frame number 10.
My problem is that when the movie is downloaded the sounds are in
the beginning of the movie (on the first frame) so that the preloader
movie clip (which is also on the first frame) is not shown until the all
sounds are downloaded. In fact I need the sounds not to be loaded with
the first frame because I want the preloader to start from the beginning
(the percentage to count from 0%).
I know this problem can be solved using shared libraries, putting the
sounds in a separate movie......but I'm not sure how.
Thank you in advance,
Streaming Sound
Hi:
Okay, I posted this question in the General Help forum 3 days ago, and I received no help, even after bumping the thread twice myself. The second time, it was on page 6.
Anyway, I would appreciate some assistance, if someone has a moment to spare.
I had never streamed music from Flash 5 before. So, I set out to do it, and it seemed very straighforward. Too easy, in fact. However, after following the Help Files instructions to a tee, many, many times, and after taking 2 tutorials, and following those instructions to a tee, I could never get an audio file to stream.
I will say that I have since been able to do it, however, not by following the Help Files, or the tutorials.
So, my question is, what is the proper procedure for doing this?
The Help Files say to:
1. Import your audio (.wav, for instance) (File > Import).
2. Create a new layer for the sound file (Insert > Layer).
3. Select the layer to make it the active layer.
4. Drag your audio file from the Library window onto the stage. (This, supposedly, will add the music file to the selected layer)
5. Open the Sound panel (Panels > Sound), choose the audio file from the dropdown menu, then choose "stream" for "sync."
This doesn't work. If I've done it once, I've done it a hundred times, and it still does not work. First, the sound file appears in a single keyframe in the sound layer, i.e., you cannot see all of the audio frames layed out in the timeline. Second, when I preview my movie, I get 0kb loaded in frame 1, and no sound plays plays.
Okay, so what I did was, after adding the sound to the layer as suggested, I then drag the first frame to, say, about frame 10, creating empty frames, then, I select frame 1, and drag the sound file from the Library once again. This then adds the sound to the timeline, at which time I then have to manually drag the frames all the way to the end of the song.
What am I missing here? Any ideas? I can now stream the files, but I'd like to know the proper way to do this.
James
He is risen!!!
[Edited by jamescover on 04-10-2002 at 09:01 AM]
Sound Streaming...
If I have my sounds scripted into a movie as follows:
s = new Sound();
s.attachSound("clip1");
s.start();
Streaming Sound
I am developing a mp3 player which will have 5 songs. I have the songs as external swf (streaming files I have imported the mp3 file into flash and extended the frames to fit the hole song that goes over 250 frames at 1fps).
The problem is on a slow connection such as 56k the play head moves faster than the loading time therefore cosing the song to get interrupted.
How can I have this 2mb mp3 file stream without having to wait for the hole thing to load first? There must be some kind of action script that would go in the mp3,swf file on the first frame to eliminate that interruption or not start playing until the play head and the loading time are in sync.
Thanks guys.
Streaming Sound
I've got 9 seperate swfs. All of them are music clips that I want to stream in one right after the other. I put a LoadMovie command in the last frame of each swf calling the next in line. My problem arises when the first swf calls the second before it has finished streaming in and suddenly two songs are playing at the same time.
Thanks in advance.
AntiX
Streaming Sound
I know this isnt a flash question but someone may know:
From a html page i want to stream some music from my site using real player.
Ive converted a music file to make_luv.rm and a link to it using
<a href=""http://www.popcop.co.uk/music/make_luv.rm>click</a>
Am i missing sommit
Streaming Sound
Hi people!
Can anybody help me with streaming sound.
I have a website with an example of just what I am looking for:
http://www.oneminutehalo.com/main.html
The music clips seem to load quite fast while simultaneously playing, on a 56k modem.
Can anybody tell me how they achieved this? OR Direct me to a tutorial showing me how?
I have no previous experience in streaming sound.
Cheers,
Deadhands
Sound Streaming
I have a sound clip approx 250k which i would like to start playing as soon as possible before it has completely loaded.
At the moment it doesn't start playing until it is 100% loaded?
Streaming Sound
i have a couple of movies - one in particular that will require sound streaming.
The streaming works fine on the stage but doesnt play in either the preview mode or the published mode.
The input files are mp3's and the output has been set to
mp3 compression
convert stereo to mono
32kbps
quality best
in both instances sound plays fine using the event or start mode.
can anyone point me in the right direction?
steve
Streaming Sound From The Web
I was wondering if anyone could tell me how to stream sound from the web so i wouldnt have to import it into flash.
Sound Streaming
hi!
i have a problem with my audio player in flash 5. it is loading the sounds from extern swf's and the preloader function is working. but nobody wants to download 2-3mb to hear a song. so how can i let the song begin to play before it is fully loaded?
Streaming MP3 Sound
Hello Board,
Is there a way I can stream an MP3 from my server through my swf which will work for both PC and Mac users?
I've tried this before:
put this code in the first frame of my FLA, used to call an mp3 called "music.mp3" which was on my server....
_________________
var music = new sound();
music.loadSound("music.mp3", true);
__________________
Any help would be radical.
Best,
KQ
Streaming Sound?
hi there--
I have an animation that I am trying to put music to--
I want for certain scenes to contain certain sound tracks.
I have tried to achieve this w/
onClipEvent(load){
loadMovienum("intro.swf", 0);
}
and it overrides my animation w/ the blank movie I have put my sound in and no animation shows up...not good.
does anyone know how to fix this or have any better ideas?
I thank you kindly!!
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