import audio into Flash without something going awry?Ok, I've dealt with problems in Flash before concerning audio. I figured out that it prefers WAV over MP3 for one. I thought I finally had it down.But after taking a break from Flash I seem to have forgotten what kind of WAV file it prefers.I'm creating sounds using Soundbooth CS5. But I can't seem to get Flash to import the sounds. So, I've been playing about with the sample rate and such but to no effect.I'm using PC, Flash CS5, also Soundbooth CS5
I`m using flash cs3 for my works , but i have one problem!when i use File=> Import=> Import to Library... or Import to Stage...the flash environment becomes terminated.I changed my flash version to CS4 and I have this problem again.
So im recreating my ear training program with more effective coding so i can add on to it. original i did.
//88 C8 var mp3Req88:URLRequest = new URLRequest("88.mp3"); var mp3_88:Sound = new Sound(); mp3_88.load(mp3Req88);
I basically got 88 sound files (each note of the piano) doing this code 88 times for each sound. with mathamatical equations made my ear training program.
Is there a simpler way to import these sounds in a loop of some sort so i dont have to do this 88x for the piano and however many times for the other instruments i will be including?
thus var i have tried things along the lines of below with failure
var i:int; for (i = 0; i < 5; i++) { var pianoMP3Req+i:URLRequest=new URLRequest("piano/"i+"mp3");
ask:i want to create an audio sequence.there are 8 predefined sound-starting-points in the timeline.for each starting-point, the user can select wich sound is played (dropdown menu).when the user made his choice for all the 8 bars.actionscript should gather this information and create a fluid sequence of these 8 sounds.then there will be a "play" button available for the user to start the sequence.the sounds don't have to be synced to a button or so.there is time for actionscript to put the sequence together.problem:when i put two sounds directly one after another in a movieclip, there is no delay between the sounds, which is exactly what i want, but i can not control which sound is played through actionscript.when i use actionscript, there is a delay between the sounds.here is what i tried with as.this is placed in the frame where sound2 should start
if (_global.Sound2 == "Piano" { var SoundA:Sound = new Sound (); SoundA.attachSound("Piano.mp3");
Can flash then somehow tell me which I use? ie: import flash.display.Sprite; imported from import flash.display.*; My problem is that my SWF is getting rather large, and I have many different functions.
I need to turn off/on all the sound for a flash animation. The flash control contains a layer named sounds that has 5 sounds associated with it in keyframes at different time. How can I simply turn on/off everything using a symbol button.
I am using Soundbooth to record some sounds. I'm trying to save them as either a MP3 or WAV,but no matter bitrate I use for either file type, I get an error when I try to import it into Flash. I have the newest QT installed from the wormy fruit vendor, does not make a difference. I can save it as an .asnd and import it just fine, but that file type is huge.The files that give me the error open just fine by themselves in WMP
I have a main swf which has sound on/off buttons. It has many SWF's which are loaded into different placeholders at different time. All of them have different sounds in them. In addition to that there is a music loop going on in the background.Now, this perticular swf lets call it Father will be placed in some swf later on. What I'm trying to do right now is when the sound off button is pressed turn off all the sounds permanently so the child swf's and their sounds stop too.I have found a way in AS2 :
global = new Sound( ) //no movie clip target path.
and add the following code to your off button.
on(release){ global.setVolume(0); //mutes all sound }[code]....
which ofcourse does not work for AS3. So how can I stop all sounds permanently in AS3? Secondly what if I have one sound (my background loop) which I want to keep going on.
i want to have the music always playing and the ability to mute different parts. It is for a project where you click on different people and they come to life to play music. a stop and play would not have them in snyc. I have not been using action script long
var my_sound:Sound = new Sound(); my_sound.load(new URLRequest("triumphant.mp3" ) ); function setMute(vol){ var sTransform:SoundTransform = new SoundTransform(0);
I'm quite new to actionscript 3, but have been playing with some code to generate beeping sounds in flash. It's quite fun, however, I am trying to find a way to space the beeps out for example, having a beep play for one second, followed by a one second break, before another beep plays.
Code: import flash.media.Sound; var mySound:Sound = new Sound();
My project calls for a single swf that, sent a filename variable through the page in which it is embedded, will load a mp3 file and play it on demand. Whole process is called streaming. I got that down cold. But visualization! My client tells me that he wants visualization, like in Windows Media Player! Of course, I said, you can't expect something that graphically appealing, out of Flash. But I still must relate some kind of visual aspect to the sound imported, updated only via script.
In fact, I was told by this needy consumer that the little sound-listening console at Flashkit would be a perfect result. Either a bunch of bars, or a windows-media-player-esque wave scope. That's what I need, and I have no idea where it start with getting Flash to detect different qualities of the sound.
The only thing I could imagine would be user-set volume, balance, etc. but that would result in a box being resized by anything the user changes, so it's out of the question.
I have some strange problem while using more than one sound that I want control.
Code: var myMusic:Sound = new Sound(); myMusic.attachSound("music1"); myMusic.start(0, 999); myMusic.setVolume(50);
[code]....
When I try to reduce sound volume of 1 sound, volume of all sounds is beeing reduced?!The same situation is when I use tween comands like: this.myMusic.volumeTo(5, 1, "linear");
I'm working on a game in Flash, and everything's going along great, until I start trying to play sound effects. The minute I start trying to play a sound, the whole app seems to "hiccup", frames get dropped, and things generally get ugly for a little bit. I'm loading sounds by copying them into my Flash CS3 library, exporting them for ActionScript with a Base Class of flash.media.Sound. I'm playing them through a class that looks a little something like this...
Code: public class SoundPlayer { private var _mySound:Sound; public function SoundPlayer() { _mySound = new ExampleGame.SoundFromLibrary(); } public function playSound() { _mySound.play(); }}
This all seems pretty straightforward, so I can't figure out why Flash is complaining when it first tries to play the sound. The sound itself is a 40k. mp3 file that lasts about 2 seconds. Not the shortest sound in the world, but I'm sure I've heard larger sounds in games.
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
I have a question for stopping all sounds in flash project. And i mean all, buttons, effects, etc..The thing is, I have manually placed various sounds on different frames, on different MCs and buttons inside my flash.Is there any function that will just mute my sounds, or I have to create object for each sound?
I have to have relative paths to the sound file assets but for some reason when I change them they are all absolute. Even when the file is in the same directory as the .fla.How can I change the path to sounds in flash to relative?
I have 100 swf embedded in a page. The swf are various forms of individual audio playbacks.- an swf button that loads an swf into it that has audio on a timeline streamed. AS3 - swf that has streamed audio using scripting so there is no preloading. AS2Since I have 100 and the user could press all 50 at a time and have this giant noise of sounds and bog down their bandwidth. Is there anyway of:- stopping all playing of swfs that has streamed audio using timeline. I guess that could be like a ALL stop frame command??- stop all sounds coming from the streamed audio swf
I think this might be a tough one: Is it possible to stretch the playback of an MP3 file using Actionscript? Time stretch is when you slow a sound down but don't change its pitch. Basically, it works by chopping up the sound into milliseconds and splicing duplicates of the bits in, thereby stretching the sound.
i'm a little noob about As3 indeed i'm three days since my first exam on flash, and i'm almost done completing my personal site.
I have followed a tutorial to built a simple music player with play stop and mute buttons and only one track loaded. And it's working fine when i try the site on my computer, but when i upload the flash site on altervista and test it online the track file isn't loading
im having problems putting sounds in my flash game....im using flash MX and im making a tile based RPG game ....i got the background music playing in the first map...but when my character enters the second map, the music stops and play all over again in the beginning.....i want the music to be continously playing while the character is on map 1 and map 2...how can i remedy this? im using this simple A.S for the bg music in map 1:
[Code]...
i tried to remove the line stopAllSounds();....as a result, the music became overlapping when the character transfers from one map to another. Also is there any other way to make maps easier?. coz ryt now im using 2-dimensional arrays for my map....i only have two 640x480 maps now and it's starting to get confusing editing them
i seem to be posting a lot at the moment but i am trying to get my Flash Skills up to date, hope im not annoying anyone too much. Basically i have a small project where pressing a button will trigger a sound, So when i click 'Button1' it plays the sound assigned to 'Button1', I have done this like the following.
[Code]...
Eventually i am going to have 20 different sounds, i know i need to probably assign each sound to its own individual sound channel. i tried manipulating the for statement to say something like var [i]Channel = new SoundChannel; in the hope that it would assign a number next to the SoundChannel thus making it unique,
so I'm unclear about how to set up variables. I prefer to play sounds from my library using linkage,pass an array of sounds into the SoundChannel, so that I can stop them all at once?t's for a 'toggle voiceover' button, so perhaps better to use Sound transform to mute the Sound Array.This is what I have so far. (Page1 etc is my linkage sound name)
Code: var GlobalVoice:Array = ["Page1", "Page2", "Page3"]; var Globalchannel:SoundChannel = new SoundChannel();
Where are some good places to get high quality click, ambience, swoosh sounds to use in flash sites/projects etc? So I can use them on rollovers, interface loading etc.