Professional :: Muting Audio For A MC On A Specific Keyframe?
Jul 12, 2011
I have a file with a main movie clip called "clip" and inside that I have a couple separate movie clips. One of them has embedded audio and is called "trackPiano". I want to put an action on a keyframe so that when that keyframe is reached, the audio mutes. I think I should be able to use the soundTransform property, but I'm not sure how to go about implementing it.
Also, I'd like to then un-mute the audio for that mc when I go to another specific keyframe.
I have a file with one main mc called "clip" that contains 9 different embedded audio tracks (all inside their own separate mc) on the first keyframe. They span the entire length of the mc - 10 frames in this case. Essentially what this does is creates a full song with 9 separate tracks that I want to mute (and unmute) when I arrive at a specific keyframe.I am using a slider (called "aSlider") on the main timeline to navigate between the keyframes.Everything starts out muted and as we progress, tracks are unmuted and the song starts to build. It is working great right now in that direction. However, if I move the slider backwards, it seems to be re-creating the audio clips so that I am overlaying more and more audio on top of each other.. which is quite the mess. Here's the AS for the slider.
I have a narrated fla which needs to have an audio mute button so you can mute the audio, problem is I can only find how to do with streaming audio. I need this done off a button where the audio is on a layer inside the timeline.
I'm doing a simple animation for a varsity project. It's a story about a tiger (panjo) who becomes a vegetarian. In an attempt to keep the main timeline clean, and to keep the file size small, I moved all animations that the characters do into their respective timelines, and then I use object.gotoAndPlay(x) function to go to a specific animation in the sub-timeline, like a head moving, mouth talking eyes etc.
It has been working thus far, but now I'm stuck. I am trying to make the tiger's head move to look at something, but I get the above error when I want to go to that specific keyframe. Here is the code:
Can I load a swf to a specific keyframe on browser refresh or if sent to another page on the site?Each page will have the same .swf header and I'd like to highlight or animate the header based on the new html page selected.
What I want to have happen is when you mouse down on the button/MC the block_mc will first jump to frame 40 and then it needs to check and stop when the block_mc reaches frame 12. I have attached a simplified version of what I was trying to do
What I want to have happen is when you mouse down on the button/MC the block_mc will first jump to frame 40 and then it needs to check and stop when the block_mc reaches frame 12. I have attached a simplified version of what I was trying to do
I have a simple flash that has 2 layers 2 images. one image is on the first frame and the other image is on the second keyframe. Actionscript starts on 1st keyframe. What I have it doing is loading frame one stop() reads the actionscript checks the date if the date is met it goes and stops on frame 2 and plays other image:
Everytime the flash refreshes it plays frame one then jumps to frame 2 if the date is met. How do I avoid playing frame one if the date is met what it's doing is playing the first image before the date change and a split second after it plays frame 2. (you see a hiccup)
i need the flash to "preload, check the actionscript before it loads if the date is met automataclly go to frame 2 avoiding frame one all together.
actionscript used on frame one:
stop(); var year:Number = 2012; var month:Number = 3; var day:Number = 22;
I am facing a scenario where I would like the user of my page record their voices from their login where they will purchase certain minutes for recording and as well as for listening. How do I manage the audio frames sent back to the server? Is that possible to only stream audio for a length of 10 minutes, while actual length of audio is 1 hour?
Questions: - Do I have to write or develop a flash player completely? - Is there any already developed solution? - Do I have to use Media Server in this scenario
I am making a simple project ,a so called "quizz" .SO as every questions has wrong and true answers buttons I am wondering how do I go to the previous keyframe.Let me be more clear. I have this "screen" with a button that appears only when you click the "wrong answer" on a question,the screen has a button that will lead you to the menu to start a new game,but I realized that would be very ANNOYING ,because if we are at question 30 [we pretend] it would be very frustrating to start all over again.So I am wondering what code do I need to write to the Screen with the "start over" button that leads to menu to make it lead me to the question I Answered wrong. I want to say that I tried something like "on (release) { gotoAndPlay ("previous") ;} but didn`t work To be even more clear I will show you on this picture.
I've a flash AS3 based application that provides option to play/pause/record FLV files from flash media server. These files are only audio files. Now, I want to add a new functionality of inserting audio at a specific location.Like if the already recorded file is of five minutes duration, and I want to record 1 minute audio after third minute, the end result should be a six minute file with the new audio added from 3rd to 4th minute.
It's about a live support chat. When a member wants to contact me, the chat is ringing (so this swf audio file starts playing). Whenever swf audio alert starts, I get a link: "user X wants to chat, click here to respond".
After I "click here" a new pop up window (the chat) opens, but the swf audio keeps playing without ever stopping, it's like answering the phone, talking but still ringing.I tried the function doStop(); - not working. I tried attaching to the "answering link" different commands but couldn't make it.[code]...
i am creating a game now this is complex but i have been told by my fellow actioncript co worker that its doable, What it is i have a game "Reaction Tester" and It is inside a car going along the road so its psudeo 3d and i have the "walls" and road sorted now i want a movie clip in the road to throw out random objects From a Movie clip, now i will call them from frame names, say..
frame 1-10 is a tween with a box coming down and then frame 11-20 is a cat and frame 21-30 is a hole in the road Etc i want it to call a random frame to frame, to play
i'm making a game and to score some extra performance im rendering every frame of every entity into an array of bitmapdata's the first time the frame is seen, and it works well, but its wasting alot of memory because we have alot of animations, and most of them are double framed at least, so more than half of the bitmaps could be ignored if there was a way to determine if a frame is a keyframe or not
So I'm getting a memory error when I try adding a keyframe to a rather large flash file that says "Not enough memory available" but I know I have plenty.
I'm running a 3.0ghz Quad core with 8GB of ram and about 100 gigs of HD space free on every drive (save the one where flash is installed, it has 16gb).
I've increased my virtual memory to 4096 - 8192 on my C drive and to 2048-4096 on the drive flash is installed to so it shouldn't be a page file issue either.
I'm new to Flash and can't find if there is a way to get to the next/previous keyframe on a layer by using something faster than dragging the playhead.
Is there an easy way to reuse a keyframe sequence? I have two characters that will animate the same. I want to animate the first, and then transfer all those moves to the next character.
While working on a project involving a mask layer and artwork layer the tutorial that explained the procedure said to press F6 to add a new keyframe to the timeline. While on the current frame, the tutor was hitting F6 and a new frame with a keyframe was produced. I need to click on the next frame then hit F6 to make the keyframe. The project is to make a vine look like it is growing and involves making lots of subsequent keyframes in this manner. The tutor breezed through making one keyframe after another - I have to physically advance to the next keyframe THEN hit F6.This really slows things down.
I have a VERY big animation, with a huge amount of keyframes, and I like to swap a symbol in this animation with another one. If I just use the swap button on the first frame, Flash only swaps the symbol for the first tween, whereas I have hundreds of tweens in my file... So how do I do this for every keyframe in every tween ?
my video starting at the first keyframe (it starts at kf 10). I was trying to solve this for more than an hour and cant. I think the problem somehow has to do with the fact my animations stops at keyframe 10, so I added a code snippet that stops the scene at 10. Dont get why this would start the video at 10, but cant seem to figure out any other reason, when I remove code snippet, all scenes start to play, but each scene moves too fast (since they are only graphs) so I cant test if the action layer is the issue.
I have created a motion tween to fade in a symbol on the stage. I have set a there is a diamond keyframe marker at the point where the alpha of the symbol goes to 100%. I want to be able to drag that marker to a later point on the motion tween span (not sure if I have my terminology right here) but I find that I cannot -- I have to delete the keyframe and recreate it at the point where I want it.
Is there no way to do this from the timeline? I have a layer on the timeline with a MovieClip. It's set for motion tweening. On Frame 30 it has a keyframe for all tween properties ( rotation, scale, position, etc ).I want to copy those and set them on frame 1 using the Timeline editor.
Everytime I want to insert frames or keyframes after a tween, from whereon the object should rest, it is just enlarging my tween. How can I finish the tween and go on with normal keyframes and frames?
Following this tutorial: http:[url].....But I keep getting this error message:1046: Type was not found or was not a compile-time constant: CuePointEvent.
how to sync to mpr3 audio files at specific points?
I have a swf I am loading in and I need to be able to mute the sound of those soundChannels in the keyframes inside of the other swf. I have a mute button that I am toggling its visiblity on and off, one for mute one for sound. I need to be able to access the sound clip inside the external swf.
How are you all going?? I'm having a bit of trouble with muting some sound and unmuting it with the same button.[code]What i'm trying to do is mute the sound when the button is clicked...and then when it's clicked unmute the sound..I was thinking about using an if statement to check if the volume was set to 0 and if so change it to 100 and visa versa.i'm muting the sounds on the root level of my swf...
Is there any tool can help me rip audio from SWF file and ave it in MP3 format separately in another folder, and extract audio stream to MP3, AAC, M4A, WAV, WMA, AC3, MP2 formats?
When I try to insert a keyframe in Motion Editor, Flash CS5 crashes.I tried to use two computers running the same Mac OS X 10.5.8 with the same specs and only one of the machines crashes.
I have two files one is called tween_start.fla and the other is called tween_end.fla I am trying to create a motion tween where the animation begins at tween_start.fla and ends at tween_end.fla Each file consists of 7 shapes (it's a tangram if you're curious). At frame 10 of the tween_start.fla timeline I right-click on each layer and do Insert Blank Keyframe. Then I go to tween_end.fla click on a shape and do Modify>Convert to Symbol. Then I go back to the timeline for tween_start.fla, right-click on frame 10 and do Paste Frames or Insert Keyframe. If I do Paste Frames with all of the symbols I've created in tween_end.fla then the shapes end up stacked on top of each other. If I do Insert Keyframe it doesn't insert the symbol I've just created, instead it just keeps the same shapes that were at the first frame of tweet_start.fla. So how do I insert the symbols from tween_end.fla into the tenth frame of tweet_start.fla and then execute a motion tween between the frames?