ActionScript 2.0 :: File Sizes Increase Greatly When Importing Sound?
Nov 1, 2007
when importing sound into flash. the file becomes a lot larger than it should be and this has happened to me many times before. heres a scenario to describe what i'm talking about:
original file size: 900 kB
music file size(to be imported): 5000 kB
import the music file size, and it should be automatically compressed (usually i get a message at the bottom of the properties window for the sound, saying that it was decreased to 10-15% the size of the original file). even without the compression, the file size shouldn't be more than 5900kB (900 + 5000), right? well oddly enough, it isn't. it might increase by 3 times this amount from what i've experienced in the past(to about 18 000kB).
this has caused many problems for me including the inability to upload files(due to upload limits) and slow file transfer, which is the reason i decided to bring this up.(file sizes increase greatly when importing sound)?
i have a weird bug.. I create 4 sounds and attach sound to them at level _root, sound1 to sound4.I create another 1 that has no sound attach, which i use to control the volume, let's call it dummy.That last one is also declared on _root.When i start more than one sound and still force the volume to 100 on dummy (_root), i still hear a large volume increase everytime a sound is started, and even growing after for a few seconds. so if i have 4 sounds, it feels after a while that the volume is set to 1000, having the sounds all crapped out. That volume changes a lot tho, it can be very loud or extremly loud... If i only start 1 sound, the volume is fine...
I'm new to flash and working on a project with underlying music. I have the music on a layer and everything works fine, but I'm having trouble syncing animation to the music because the blue oscillation bar of the music layer is more or less a flat line. I was wondering if there was a way to increase the variation in this bar so I can see the beats in the music.
I made a button that starts the song, but when you press on the same button again it starts the song a second time. So now it is playing twice. Could use some help so no many how times the button is pressed the song only plays the first time it was pressed.[code]
I was just wondering if any one know about scripting for sound fields, i.e if the mouse move over a circle as it get closer to the center the volume of this sound will increase. I know it as something to do with pie (not the food) but just dont know where to start.
I have this mc in my movie, and I want the volume of a certain sound to increase/fade up as the cursor gets closer to the mc, and also want it to decrease/fade down as the cursor gets away from the mc.
What is a reasonable file size for a Flash wide skyscraper ad? I know the IAB is a max initial load of 40k for standard ad's, but what about Flash? Either I'm losing my mind or my client is for them wanting something under 30KB. I've used AS3 for almost all animation, I even killed all animation and I still can't get it under 30KB. Is there some kind of compression secret that I'm missing?I've compressed the images before import.I've reduced quality of the images inside Flash as much as possible without killing quality
I'm running Flash CS4/AS 2.0 on Mac OS X. I keep my work files on a flash drive. One of these FLA files is a parent (container) movie that, when compiled, results in a SWF that is 6,983 bytes.
I saved a copy of the FLA source file to the Desktop, recompiled, and the SWF size was only 1,773 bytes (much better, since the movie only has a static preloader and some ActionScript).
I'm guessing this is because Flash has to copy some default class information(?) to compile the movie because the source file and Flash CS4 are on different drives.
Do I need to copy the class files to the external drive and map to that path in Preferences?
Background story: many users (including me) browse the web from notebooks that are not constructed for sound performance. That means (besides other things) that the sound volume for most videos is too low, especially if the video itself is recorded at low volume.
Therefore...
I was wondering if there is any way of increasing the volume of such a video (especially Youtube, but could be extended to other types), because I'm interested in doing it and even publishing it as Firefox/Chrome/other browser plug-in.
I'm having an issue regarding the file size of the .swf file whenever I publish my flash game. Whenever I publish my flash, I get a .swf file that ranges from 2MB (with lots of run-time errors) to 6MB (no errors). This is completely inconsistent, and I get a different size .swf every time I publish. The run-time errors I get when I unluckily publish a .swf that is below 6MB are: Error #1034: Type Coercion failed #2022: Class x must inherit from y and #1009: cannot access a property or method from null reference. This inconsistent problem started emerging after I turned each .as file in my game into it's own class. Sometimes it works fine. Other times it blows up.
I have several SWFs pulled in at runtime from different domains (we're using a CDN). There are some shared fonts within the SWFs. I'm trying to minimize file sizes as much as possible, so that means either not embedding the fonts in any of those SWFs and setting all their TextFormats at runtime. That's very impractical, and it would be easy to miss some of them.
The other, better option is to use runtime shared libraries to pull in the fonts, but that requires either an absolute URL (goes against the concept of using a CDN), or a relative URL (defeats the purpose of using RSLs in the first place since those resources would be downloaded several times anyway). Ideally i'd like to be able to tell each SWF at runtime where to pull in the fonts, and give them all the same, dynamic URL. I can't find anyone who's encountered a similar situation, so i'm not sure if this can or can't be done, but most AS3 problems i find are solved here, so i'm hoping someone knows a good solution for this.
Does any one have a working fla. and php script to upload multiple files (with the specified max sizes, and file types) to a server? In addition, when there is an image being uploaded, it would be luxurious to have a thumbnail of the image being uploaded displayed.There is clearly not a simple issue. Scores of designers and developers encountered problems and headaches trying to upload multiple files with and image display (if an image is being uploaded). Even my web designer has a slight problem, although he tweaked some of the code to get a simple upload. Adobe needs to address this issue because it seems that sscores of designers and developers are having difficulty with uploading multitple files.
I have an AS3 .fla that loads an external XML file of image names, and then iteratively loads the images into the .fla. All this works great. What I want is to create a preloader that is aware of the size of all these external images. As far as I can tell there's no way to do this, but I'm hoping someone here is smarter than I am.
I tried Lee Brimelow's method of having a separate SWF whose only job is to load another SWF in its place. This doesn't work because the preloader's call to .bytesTotal only reads the bytes of the main SWF, not of the external XML or JPGs that are dynamically loaded into it. So the result is the preloader reaches 100% when the main SWF is loaded, but that happens really quickly and the bulk of the load time comes after the 100% mark, when the main SWF starts loading in images.
The more I think about this, the more it seems that you can never access the .bytesTotal property until you've already instantiated the loader and called the .load() method. Am I wrong? Is there a way to fetch just the SIZE of an external file without actually initiating the act of loading the file into memory?
so i've just been learning flash and i'm really enjoying it, i have got to a point when i want to import sound but when i do. i get the following message... "one or more files were not imported because there were problems reading them." i am using windows xp and i have had this problem trying .aif and .mp3. (i haven't tried any other types but i think these should work anyway)
does anybody know why it isn't working? is it because i don't have the latest media players that flash uses? if so do you know which media player i should have? or is it something else?
I have an mp3 file of a song i downloaded from [URL]. i tested it to make sure it wasn't a virus or anything like that- but wheneever i click file->import to library i select the mp3 file and an error comes up saying that it wasn't able to be imported! I don't understand why it willnot im[ort into flash. Im using actionscript 3.0 by the way. and it has the same error message when i try to import any song into flash.
I have a problem while trying to import any sound file into flash CS5.5. I have not successfully done it since purchasing the program. I have tried opening the file in a sound editor and saving it, as well as trying to convert to a different sound type that is still Flash compatible. I'm trying with .mp3 and .wav files mostly. The error messages i receive are "Couldn't import C://*file location* or else i get"One or more files were not imported because there were problems reading them." I havent figured out a pattern as to why either might be showing or the connection to the file.
I have to play a sound file and show the progress of the sound file being played. I am using import flash.media.Sound; import flash.media.SoundChannel; But the PROGRESS event gives theprogress of loading of file. I want to know of much of the song has been played and how much more is left.
i'm developing an AIR application in Flash Professional CS5 and noticed that my .swf file size jumps from around 100kb to 900kb just for using TLF?! is this normal? that seems like an awful lot of extra weight for a few more options over regular TextField objects.
I am trying to increase a swf file height and width so it can fit better in my screen. I don't want to rework on everything again in my fla file because it's big hassle. (changing background size makes every symbol off). Are there anyway to do it?
I have a small question about the size of images imported to flash.Recently I imported a series of png images to flash CS5 to be used in an animation, 92 images to be exact. Each image was 34Kb size. Before I imported the images, the FLA was 6kb, and after I imported them the FLA was 160 MB large. Now 33Kb * 92 isn't 160 MB, so why does this happen? Is there any way to decrease the image quality or something when importing, or do I have to do that manually when creating the images?
(I used photoshop, and the images have a transparent background if that makes a difference).
I am having an issue where if I import a graphic to the library or directly to the stage, it causes my movie to stop on frame #1, even though the graphic is on frame #40. I have tried a .png, .jpg, and .psd and they all cause this behavior. I have put other graphics in and never had this issue.
basically i imported a SWF within my flash file from an external file and only the randomize button works on the file none of the rest from the imported flash can anyone let me know why, if you need me to let me know and i will upload files
if i use alot coding will the flash be crash ,what cause crash ? well i have the right coding. but i am saying if too much coding will it crash too ? like if using too much enter frame.
I'm having some trouble getting the following code to work - trying to use the new Sound.extract() function to get two seconds of a Sound into a ByteArray, and then create a new bytearray with a WAV header, and then output the file. The resulting 'test.wav' file sounds very wrong although slightly recognisable? I think I may have some of the WAV header settings may be wrong but I'm not quite sure what's the matter and after a long time scratching
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
Is it possible to import a swf file into a Flash file with a transparent background so you can still see the main movie underneath? Also, I would only want the swf file to play on a certian number of frames. By the way I have the original flash file of the swf I want to import.