ActionScript 3.0 :: Put In Another Cutscene Or Sound Flash Won't Export
Feb 2, 2012
It seems like we have hit a limit in how many assets (movieclips/sounds etc) that we can have in our library. We can export at the moment, but if we put in another cutscene or sound flash wont export. It shows the progress bar but when its done the .swf dosent show up and cannot be found in the project folder. Does anyone have a clue on whats going on? We've been working on this game for the past 5 months (full time) and we'd be devastated if all our time and effort has been in vain.
I have an MP3 file in Flash 5.5 that I have edited in the properties panel of the frame where the sound is...I basically cut a couple seconds off the beginning by editing the timeline. It plays fine when I'm in Flash, but when I publish the movie, the sound is published unedited.
I have imported my wav files to my library added them to the down state of my buttons and when I test the file I get (Sound has no valid device sound path although exporting device sounds was requested in the export settings. This sound will be ignored.) I have been surching for an answer but as of yet have found none.
I have a sound file in my library that plays perfectly in the library - a song with jingle bell accompaniment.When the animation is saved as a swf file, the song is there, but the jingle bell accompaniment isn't.When I extract the audio track from the flash file with AVS software,the jingle bell accompaniment is missing.
Background:I do not have the original recording that I imported to my Flash project.Even when I did have it, the jingle bell percussion was missing. I don't knowt how to get the sound file out of the library to save it individually (in case re-importing it would solve the problem)I don't know how to make the sound file play when I'm working on the file. (If I did, maybe I could adjust it in the timeline?)
I have a 5 minute flash movie that has great sound synchronization with the motion when I export as a SWF. However, when I export as a Quicktime file (.mov), sometimes the sound is ahead of the image. Is there a setting I can tweak during Export to remedy this? (so far I have tried to save the Video as "H.264" as well as "Animation". And for sound I have had no luck with the setting of "None" or "Apple Lossless."
When I try to export my application to native installer with using Export Build Release, it isn't importing my sqlite database files which are in my application directory. Is there a way that I can import those database files ?
I have a project that requires me to display the waveform for a uploaded sound. The sound is always an MP3, most of the time 22.05 kHz mono, with speech only. The project are written with Flex/ActionScript 3. It's meant to run in the browser, but might also consider converting to AIR if that can help.
All examples I've found and looked at for generating a wave, are either doing some visualization in real time as the sound is playing, or, the most promising, as3soundeditorlib, keeps the wave already generated, but does it very slowly, seemingly using as long time as playing through the audio would've taken.Is there any way to generate the wave faster than real time?
I have some sounds in my library. They are all exported and have been given class names like C, D, E etc. I have another class that represents a button. This class stores a reference to one of the Sound in my library. I set the type for this variable to Sound. When I try to set it I get the error: cannot convert C$ to flash.media.Sound I try as Sound, for example key.note = note_array[p] as Sound; The value ends up as null.
It appears my sound is off sync and the longer I play the movieclip, the farther off sync it goes. Its nothing too complicated, just some basic shooting sounds that fire every time I hit the space bar. My code is below:
The Attack() method gets called from another class that handles all keyboard controls.when it gets called the sound then plays.firesound and firesound2 are almost the same. firesound2 sounds a little off pitch to make it sound more realistic.At first the sound sounds pretty good, not great. but then it gets terrible as time passes.
I made a new .fla project. and I attached the following class to it by it self. so the following is the only code in the entire .fla project and the issue still occurs. I press the spacebar and the sound starts a day late.
I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:
var soundBytes:ByteArray = new ByteArray(); var mp3sound:Sound = Sound(new Sound1_design()); // this is the embedded sound mp3sound.extract(soundBytes, int.MAX_VALUE);
[Code]....
This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).
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've been trying to export my .fla as a .mov from the Export>Export Movie option in the File menu. It will start exporting but once the progress meter gets to the end it just stops and never finishes.
I don't think it has anything to do with:
A: multiple scenes
B: actionscript directing to each scene
C: movieclips
since I was doing the exact same thing in CS3 without a problem.
What i'm doing now in CS4 that I wasn't in the CS3 version:
A: Motion tweens
B: importing .ai files to my library
C: using symbols created for flash in illustrator from imported .ai files.
I need to export a 60 animation from flash. It has text and image animation on the timeline, no actionscript. The swf file when published is 5 mb. When I export as an .mov, it is 768 mb. Also, there is some jumping and stuttering.
i used cs4 for around a week, and it hasnt crashed once until today and today it crashed because of a actionscript error when i tried to test it....so i fixed the error and tried to test it again.it doesnt work everytime i try testing or publish now, it just crashes no crash report, just disappear from the screen.
I have made a christmas card in flash - but I need to export it as an animated gif of it - which I can do easily enough - my proble is the quality - it defaults to screen 72dpi but if I want better resolution it increases not only the DPI but the actual file dimensions - mega large.How can I get around 150-200 DPI and retain the original canvas size?
If I write a flash application that sequences different sounds in flash, does anyone know a way through actionscript or a third party program to get flash to export an audio file?
I made a short animation, but i can't export it as .mov or .avi (well, actually i can! But if i do, it cuts the clip down to 0-1 sec!) I have the project here (only 6mb): [URL]
Every time I try to export from flash as a quicktime, in my exported file pieces of animation keep getting left behind as residue of some sort, and it's messing up the video. I've included a link to a youtube video of what I'm looking at, the video doesn't run real smoothly in youtube but I think it should be clear what the problem is.
I created a short animation using a series of photos stop-motion style, only about 18 frames long (as part of a larger project) Whenever i try to export it into SWF (Either CTRL+ENTER or the FILE>EXPORT method) the time it takes is super-fast, but no file is created. When the export was done with a previous successful export, it simply dissapeared
Can we save or export a workspace in flash CS5, so that in case you reinstall the flash, you can restore your workspace.Or use same workspace for multiple computers.
I have Flash CS3 and I want to export my animation as a movie. However my animation is in a clip and my clip is on the timeline. For some reason it only exports the first frame of the clip.
I have downloaded the source file for the Export JPEG with Flash/PHP sample from http:[url].... . What this script does is it lets you print the flash screen you have using the new flash.display.BitmapData class.I was able to run it on my server however I also want to be able to save the jpg image that it generates on a folder on my server. What I did is I added a an image file name in the imagejpeg() function
imagejpeg($img, "filename.jpg", 90);
The image is being saved on my server however, now the image is not being displayed on the browser. Both on IE and Firefox.
I have made a relatively short movie ( 90 frames ) and am trying to make it an animated gif so that I can attach it to emails. When export it everything looks crisp and smooth except the text looks awful - all pixelated. Increasing the resolution that the movie is exported at does The text looks horrible even at 300 dpi. How can I make the movie an animated gif and keep the font looking good? Is there any way to make it look as crisp as in the swf. I have tried different anti-aliasing settings but nothing seems to work.
I have to export my animation to a video file type such as .AVI or .WMV to put in on a DVD. Using the export function in Flash delivers a kind of blurry videofile with too much noise. Is there perhaps another way (or another program) to convert .FLA (or .SWF) to video? Install better codecs, maybe?