ActionScript 2.0 :: Hey-sound Based Swf Preloader?
Nov 3, 2003
i have this ongoing problem that nobody seems to be able to help me with and i'm new to flash: i have an swf that is heavily audio based. all of the audio is triggered through actionscript, which means it is linked in the library and to be exported on first frame. this swf is then being loaded into a movie clip (content_mc) on the _root timeline. to my knowledge linked audio and components are actually loaded previous to first frame which means that audio loads first then preloader kicks in. and this defeats its purpose
How can i get a preloader to be general, working in a movieclip not the _root, while solving this audio/component loading problem?
Is there a way to have a pre-loader based on a single movie clip, instead of on the entire SWF size? This movie clip may have a single graphic, but the entire movie has a slideshow with more images to display...but rather than making my visitor wait for the entire site to download before they see anything, I'd like to have it so when that graphic is loaded, it displays while the rest of the movie finishes loading. And there would be a preloader that shows the progression of the single movie clip.
I am trying to move an object across the stage while my preloader is going. (i want two fists to meet when the preloader hits 100%). i am not very good with AS but i have tried things such as this.fist1_mc._x = percent + 100; but i am just taking shots in the dark at this point.
I have a looped sound and some components in my main movie (scroll bar) which for some reason is really bogging down my swf and causing the preloader bar not to show up until like 46% or something ridiculous.So I am trying to solve the problem by having a preloader swf as suggested by Kode in this thread. However, now all my targeting is messed up in my main movie. Everything that was _root has to change but I can't tell what to load it into. I tried using _parent, _parent._parent, _root.container_mc (which is a blank movie clip created in the preloader swf that main is loaded into after the preloader is 100%) and others but nothing works. Even the simple looped sound which was originally just _root.backsound.start(0,999) can't be targeted.how to target things on my main stage based on the preloader swf?
What cool web-based examples have you seen that generate music dynamically by the user? Either based on samples with an interesting interface, by sound synthesis or similar methods.Example: http://acko.net/blog/javascript-audio-synthesis-with-html-5Has any serious web-based dynamical sound synthesis been done yet (e.g. generating sine waves dynamically and similar), or are there still inherent technological boundaries to do so?What are your general thoughts about generating music dynamically on the web? Is any form of more involved generation still too CPU-intense? Be it using Flash, JavaScript or audio-tag. (Sadly all my efforts have been far too CPU-intense, and not a very satisfying experience for the user.)
I wanted to make a visualization based on sound, like a winamp plug in. The only thing that even remotely looks like it uses sound information is the sound players on FlashKit. (although they might be faking it)[URL] Is there any information that can be pulled from a currently playing sound in Flash to base a animation off ?
I have 4 animations and based on the speed of the internet i want it to change between each depending on the speed.
e.g...
0 - 10kb/ps - 1st MC 11 - 30kb/ps - 2nd MC 31 - 50kb/ps - 3rd MC 50+ - 4th MC
My idea is to have like a glass of water... and for the 1st MC the water filling it up is only a drip... and then 2nd MC is a slow stream of water etc etc and then final MC is water gushing in filling the cup up faster until it's full...
I think this might be a bit hard for me... as i can't even make a preloader... everytime i try the SWF file just stays blank until it's fully loaded... haha... but i'll read tutorials and stuff... i'm rather basic with Flash and just learn what i need to learn as i get to it... I also need the transition between each change (say from 1-10kbps - 51+) to be smooth rather than just having it going from a drip to gushing water... but i think i'll just have to make animations for each and then IF statements to deal with that issue..
I have created a document 600x300 filled with buttons for a rollover effect. I want to be able to play sounds dependant on the x and y position of the mouse without having to use objects that interfere with the buttons.
I was wondering how I could add sound to a gallery that is driven by xml.I have a gallery that loads the picture, Title and description. the gallery is downloadable here.The regular gallery loads a web page when the picture is clicked. I am trying to make each picture load a different mp3.I have the general Idea of how it would be done but I don't know how put it to actionscript.I figured you would basically create a sound object that loads the specific mp3 from the xml file when the picture is clicked from the gallery.I think I might have some what of the idea right but I get an error everytime I load the swf file.
"ArgumentError: Error #2068: Invalid sound. at flash.media::Sound/play() at MethodInfo-6()"
trying to create an animated preloader.how to do a basic bar preloader but what I want is to fill a swirl shape (attached) based on the amount loaded.I can easily enough create the movie clip where the full outline is there and then it fills up but I have no idea how to turn that into a preloaded and have it fill based on the percent loaded. Am I correct in assuming I can't use a mask because of the irregular shape?
Has anyone got an angle on the interference that linkage can create when the "export in first frame" option is ticked? I am using attachSound and the sound object to load an mp3 but it is wreaking havoc with the preloader.If I uncheck the "export in first frame" box the sound does not seem to be instantiated. I believe that a way around this is to drag the sound onto the stage, but if you have 8 sounds for buttons for example, then you would have to create 8 sound layersMy preloader code is:
I am working on a Flash site with background music whose file takes up about 80% of the loading process. The preloader is on the maintimeline.
I've set assets to load on the 2nd frame, and unchecked the "load on 1st frame" box in the music files library properties. Then I get the following message[code]...
i imported some sound into my movie, and since doin that my preloader only shows when its about 60% percent done, any one know how to make it show from the start?also my sound controls are contain in a movie clip wich slides down when u roll over, using hit tests, when u lower the volume down it works fine, but when the controls slide back up, and then u roll over again the volume is the same, but the slider is back at the top, any ideas?
I was thinking that it may be possible to create a primitive, yet usable actionscript based text to speech system for Flash movies (One that is platform independent).
Is it possible to right a series of actionscript commands that would play a collection of certain sound files based on what word or words the user has entered?
For example:
If the user types "Red Pen"
Can actionscript tear apart those two words and play sound files "Arr", "ee", "Dee", "Pee", "ee" and "EN"?
If it is possible, and if someone could help me out on it, then I'll start figuring out what phonetic sounds I'll need to record and program, and see if I can't build a simple text to speech program for flash movies.I have no immediate commercial application for it, and I don't plan on one.So if I can pull it off it'll be free to everyone, source code and all. Of course, it may be in my voice, but it shouldn't be hard to take what I plan to do and use it as a template for anyone else's voice recordings.
my preloader music now fades out as the progress bar completes (the preloader code is below with the new code in bold). However, the new code added to the preloader seems to be affecting the sound in the main swf (the bigger swf that the preloader loads - 'lesson.swf' - which is a series of exercises).
The exercises in the main swf have sound cues for right and wrong answers. The first time the main swf loads, there is no sound at all in the exercises. If I navigate to another page of the website and come back to the exercises, the sound is normal. But if I navigate to another page and come back a third time, the sound is audible, but reduced in volume. If I keep switching off the page and back to the page, the sound varies from no sound to full sound to about half the full volume.
Is it possible that the code on frame 2 of the preloader, the code that sets the volume for the preloader music, is also applying to the main swf, so that whatever point the preloader progress bar gets to before the main swf loads becomes the volume of the main swf? The first time the preloader runs, the progress bar goes all the way from left to right and the sound volume fades to zero. Then the volume in the main swf is zero. The next time the preloader runs, it only gets a little way across before the exercises come up, and the sound in the exercises is full volume. Is there a way to fix this? I should add that if I comment out the new code that fades out the preloader music, all the sound works normally.
I am still a NooB to Flash, but did finally get to build a successful preloader (ahem). Now that I have that built, I was wondering if it is possible to loop a sound within the preloader 'scene'. This is what I have built for final production:cene 1: Diesel Startup SoundScene 2: Preloader movie, while main movie loads (w/ loopable diesel engine sound?)Scene 3: Sounds stop, plays 10 sec movie, then 'goes to url'Can anyone point me in a direction to see a preloader w/ looped sound, or a project that shows how to do this? Or, even better, show me how the code should look? I'm getting lost in code!
I am still a NooB to Flash, but did finally get to build a successful preloader (ahem). Now that I have that built, I was wondering if it is possible to loop a sound within the preloader 'scene'. This is what I have built for final production[code]...
I've attached a sound to menu buttons using AS. The sound worked perfectly until I created a external preloader file to load the swf into a container_mc. Now no button sound? If I load the swf without the preloader file the sound works?
Code: Select all//set up sound instance var btnGrpAudio:Sound = new Sound(mcSoundHolder); btnGrpAudio.attachSound("beaming"); btnGrpAudio.setVolume(60); menus[i].btn.onPress = function() { btnGrpAudio.start(); ....
how to load audio and have it ready for after the preloader. I had it export for actionscript before but it loads before the preloader starts which really elimates much of the need for the preloader. I took off the linkage for it to load for frame 1. I search the forums and saw that a few people recommended following link
recommend a good template or program where i can easily drag and drop images and move images to adjust with a scripted sound background. Preferably something where I can add several photos at once and overlap and move photos around on the stage. I don't want to have to do this from scratch if possible.
I've just made a preloader, which is a separate file that loads the main movie. When I try to compile the preloader, I get: ArgumentError: Error #2068: Invalid sound. All the code for the streaming sounds is contained in the main movie, and when I compile the main movie directly it finds all the sounds and plays them with no problem. It's only when I try to compile the preloader that I get the problem. Here's the relevant stuff from the main movie:
I just discovered impure.com and was very impressed by what can be achieved in terms of visualizing data using their workspace. Although the platform is free to use, but not open source yet. This causes a few problems because the API section works with .com sites for eg. for ebay, so I cannot visualize ebay listings for regional sites such as ebay.in because the link to ebay.com is hardcoded.I searched around, but didn't find other projects that offer a similar way to work with site APIs and other data sources with the kind of user interface and detail that impure.com does in a realtime way within a browser window.This brings me to the questions:
-What technologies would be involved in creating a similar kind of project
-What are the open source tools that can help develop a fullscreen UI to render the workspace. Are there any alternatives to flash for this, and how do they compare
The goal would be to use standard python data structures, python scripts to do some processing on these data structures, scripts to gather data from csv, json and API sources such as google yahoo, wikipedia and flickr, and scripts to render graphs, tag clouds, network visualizations etc. Then bring them all together into a visual interface that supports drag drop and simple type checking.How would the python backend integrate with the UI.
I'm relatively new to AS3. There's one thing that I don't quite understand about Sprites. I'm making a tile based game, and all the tile graphics for a level are inside one movie clip in each frame. Would I be able to go about creating multiple sprites based on the frames in said movieclip's timeline I would I have to go through and make a separate library graphic for each.
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?
how to make text acting as a preloader so that its color changes as preloader percentage. i dont mean how to apply the math, i mean how to mask it or whatever action to achieve that effect?
like for example imagine the red is constantly growing to the right letter by letter (actually pixel by pixel: