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
I am using a flash app. I can send and receive streaming data to FMS by using this app, like the chart I attached. [URL] This app uses RTMP to access to FMS. I want to upgrade this app to display sound level of each client. Is it possible by using Actionscript and FMS? If so, which class should I use?
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.
I“ve made a couple of simple buttons and I have placed a sound on the over frame, when I export the swf the sound sometimes get very distorted and in a browser too, so I made a movieclip "button" instead and attached the sound and the same thing happens!The sound is a mp3, a short "classic" click.
I recently switched to using a MacBookPro (snowleopard) when developing, after several years of PC use. Now, quite often when publishing my swf:s, embedded sounds get all distorted and filled with loud crackling sounds when running the swf (yes, even on different computers). I tried different compressions, bitrates and qualities with the same result. Something is clearly wrong with how my machine compresses sound.
I've got a presentation that features an audio loop for background music and streaming audio on the timeline for the voice over.When I try to lower the volume of the background music (sound object), it also effects the voice over (streaming).I'm a total novice, so try to use laymen's terms.[code]And this is on the Frame that contains the movieclip with the voice over.I'm trying to fade the background music ONLY:[code]
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray; sound.extract(data,sound.length*44.1); data.position = 0; return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
I have been at this for about 19 hours straight! I am going to go to bed immediately after this post, but for crying out loud, I have NEVER had this problem before today! Before anyone reads ahead and says 'you have to attach your sound object to a completely separate mc to be able to control it independently from all other sound/root volumes.' see if the following code accomplishes just that:
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I am triggering short sounds dynamically from the library for a game (Specifically Air for Android). When the user clicks a button the sound can take up to 600ms to actually play. I have set it for any silence before the actual sound by calling the sound like so:
[Code]...
All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?
I have CS4 but saving doc as CS3 so I hope I am in the right forum. I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work. here it is:
I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work.here it is:
I'm streaming an external SWF into another movieclip, the external SWF has a timeline animation and sound (voice speech) as well on the timeline, it also has a preloader on it which it's set up that when 30% loaded is completed to start playing the animation.But when I run the main movieclip the streaming of the external SWF works fine for the animation but the sound does not play until the preloader is 100% completed.
So I've been "doing research" for a couple of days now, found nothing on this subject, and let me get this straight:
Is there no way to pause/resume a sound whilst it's being streamed?
Because loadSound() will start playing it immediately; attachSound() can't stream; and start() will simply not work till it's fully downloaded, or am I missing some essential brain cells here?[code]...
I have few movieclip play one after another. For each movieclip, i put the streaming sound inside, and there is a button to turn off sound. I created this coding to turn off the streaming sound and it worked well.
SoundMixer.stopAll(); But, the problem is the new streaming sound will play again when it hit the frame that contain new streaming sound. How to overcome this problem? IS using EnterFrame event the only way to turn off the streaming sound forever??
I am having trouble with sounds from a streaming flv continuing to play even after the playhead navigates to a different place in the timeline. I know from looking through forums and Adobe's livedocs that the answer lies with the SoundMixer class, but I just can't seem to get it to work. I am building a site that houses all of the videos for my company, so basically I want the sound from the flv to stop playing when the user navigates away from the frame that contains the flv.
Here is a sample of the particular code I am trying to use to do this:
Code: Select allimport flash.media.SoundMixer; var sControl:SoundMixer = new SoundMixer(); msfNavHeader_btn.addEventListener(MouseEvent.CLICK, msfHome)
[Code]....
I don't know if there is a way to build a function that stops sounds globally or if I have to target each instance of an FLVPlayback Component.
i have a little problem with a streaming load sound. this is the code:
[code]...
i don't understand because if i testing the swf i listen the sound super fastly and with IE6 too. FireFox and IE7 no. i have read that is the bitrate mp3 ... something like 128 kbs 44hz to run corectly but with i can't do the mp3 compression.
Is there a way to resume a streaming sound once it's been paused and whilst it's being preloaded in AS2?The issue being that start() won't work till the song is fully downloaded, loadSound() is only called initially and attachSound() can't stream.So first the sound is initiated with loadSound(), then I make it "pause" with stop() and what do I use for resuming? loadSound() with re-initiate it and start() won't work till the sound is fully preloaded, what the hell??Is there any other way of streaming external MP3s in AS2? Will simply switching to AS3 solve this?
I am trying to import a swf I made that contains streaming sound. When I place it on the time line and press cntr enter my animation plays but with no audio. I see the symbols from the swf and the swf inside my library. When I open the swf file inside my project it is broken down frame by frame with no audio. I can add audio back into my movie clip so I know that movie clips can support streaming audio. But I would rather not have to do this.
I'm very new to flash so I am hoping there is something big that I am missing.In addition to my previous question: I need to embed a lot of objects over and over in this project I am working on. Each object will have controls for play back of itself. Is there some reason I cannot do this?
I am pretty dense about flash, pretty new to the software so bare with me. So on the main .fla i have linked to a button to open the external swf mp3 player. That Mp3 player is streaming a song with the code var req:URLRequest = new URLRequest("mysong.mp3"); snd.load(req);
the mp3 is in a folder which is located in the same place as both the .fla and .swf mp3 player. Streaming the mp3 works when testing the swf. but there is no sound when testing the linked swf mp3 player in the main .fla. It's like the file path messes up but i dont know how to go about fixing it?
I'm struggling with a flash file that I want to play two different sound files when the appropriate buttons are pressed.I've gotten it to the point where it will load without any errors popping up, but instead of playing the second sound when I press the button for that sound, it plays the first sound again. Here's the code:
var sc1:SoundChannel = new SoundChannel(); var s1:Sound = new Sound(); s1.load(new URLRequest("http://www.website.com/wells.mp3"));
I'm working on an app to stream audio from shoutcast. The streaming goes well on my computer and when debugging it with an Android-configuration. But when I deploy it to an APK-file and run it on a Samsung Galaxy S, the streaming doesn't work.
My code for streaming the audio: var urlRequest:URLRequest = new URLRequest("http://.../;"); var soundContext:SoundLoaderContext = new SoundLoaderContext(2000, true); soundChannel = new SoundChannel(); sound = new Sound(urlRequest, soundContext); soundChannel = sound.play();
I've also tried an addEventListener(Event.COMPLETE), it seems my app doesn't get there when running on a Samsung Galaxy.
I'm new and I've got a problem I've been trying to fix for a couple days and haven't been able to.I am loading youtube videos in to movie clips with actionscript on a frame:
I'm picking up Flash and AS3 after working with AS1 a few years back. My first project is a mp3 player that is able to take an mp3 file, a start loop point, and an end loop point to loop the mp3 without any gaps or breaks in the sound.
I found this page that got me started, and went off of that code. The resulting player works perfectly except for one fatal flaw. As far as I know, the mp3 file must be fully loaded to be able to use the Sound.extract method on it, this can take a while when the files are 3-4 MB, especially on slow connections. I want to be able to have the audio start playing as soon as the mp3 file begins loading.Is there any way to use the Sound.extract method on a streaming audio file that has not fully loaded yet?
I have a small application to play a stream from an Internet radio broadcast. When I play the .swf locally it has no problem at all, but once I put the swf on the browser, nothing plays. I don't know if is a security issue. The path to the stream file is in another domain of the page I am mounting it, for example, I put my html file on: w w w . myradio.com/index.html and the swf is calling [URL]
With that i have no problem, where i am completely lost is the possibility of triggering an event after de 15 seconds (first parameter of SoundLoaderContext) are loaded, ie, adding an event listener or something like that.
I created a flash movie that has some words breaking a piece of glass. I have the effect working well but I wanted to add sound. I created the following sound class to play mp3 files: