I'm working in Flash CS3. My animation is about a minute long, with a single audio track that plays from beginning to end. The sound quality is noticably better when I set the synching to Event, but unless I set it to Stream the sound falls behind the animation. Is there any way to maintain proper synchronization with the Event setting? Also: will the lag be consistent on different machines and players? I thought about adjusting the timing of the animation so that it matches the Event-set sound in playback, but that's such a clunky a solution it seems likely to cause other problems.
I am working on a cartoon and the sound synchs up fine from regular frame to frame. But it won't synch when I want the sound to synch up with the end of a motion tween.URL...
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."
I have a layout with narration and a nav bar. When I click a nav button for section 2, the audio from section 1 (set to stream) continues to play over the audio for section 2. This cumulates so if I click buttons for sections 3, 4 and 5, I get five audio files playing on top of each other. Sections are individual movie clips with embedded audio streaming on a Sounds layer in each movie clip.
How to get a high quality sound in Stream Mode in the Timeline not in Event Mod? In Stream Mod the sound played in the timeline is HQ but after .swf export it gets in really bad quality
I have made a 5 min animation with stream sound. Its playing perfectly in PC. But in mac, its not playing. Stream sound starts from frame 60. So mac plays the swf plays till 60 frame, after that it pauses. I tried importing different sound format (wav, aif, mp3) and tried with all sound export setting but the problem remain same; its playing only till 60.When i removed the sound, it played till end. Even with event sound, it plays till end. But with stream sound, the problem. The problem is only in mac; in pc its perfect.I am using VMware Mac OS x leopard in window xp for testing purpose.
My movie is five about minutes long with audio and an offscreen timeline move clip containing action script to control other movie clips or play the root directory. After about a minute or so, movie clips get out-of-synch with the audio, apparently its getting bogged down. My swf file doesn't seem that big, about 2.2MB and my move clips aren't that complex, although up to three levels deep.
I have a broadcasting project that I've got where the host of the show can have multiple sound effects they can use on their show.I'm wondering if the only way to go about this is for all the clients listening to the show need to download the mp3 of that sound effect or if the sound effect could come from the host ...like combining his mic (for his voice) but also straight audio (the sound effect) into the stream.
i have got all my public vars for sound class but im having trouble on how i would execute them because i normal would use event listener but its OOP lol so how do you get that functionality ?code in star.as file:
package { import flash.display.MovieClip; public class star extends MovieClip {[code]......
I placed my audio in the timeline, but I want it streamed rather than event driven because people will be jumping around the timeline When I change the sound to Stream the audio gets incredibly choppy.
I need to read sound stream sent by flash audio in my C++ application (C++ is not a real limitation, it may be C# or any other desktop language). Now flash app sends audio to another flash app but I need to receive the same audio by desktop application.So, is there a standard or best way how to do it?
i make my first flash homepage this time, and i got a problem with my intro.It takes a lot of time to make this work because its my first projekt.So iïve made a flv file as the movie clip and an mp3 for the sound.And i lode it by Actio Script.Here is my code.
//Intro-Video laden var IntroConnection:NetConnection = new NetConnection(); var IntroStream:NetStream;
I load icecast stream into Sound object, using some tricks to overcome memory leakage. Generally it works quite well, unless someone reloads either icecast or stream source program on the server. In that case flash player just mutes itself forever. I'm looking for some way to detect this case internally and reload the stream without refreshing web-page.My problem is caused by the fact that onComplete event for some reason doesn't trigger, maybe there's another event happening, but I just couldn't find any.One thing that I tried was noting down stream progress point and checking consequently for 200 times if it stays the same and if it did I was manually calling stream reload function.
I am stumbling across this issue as I open and close a sound stream. This is the code I use, not sure if closing and opening a stream on the same function is a good idea.
I have a little sound stream script here, but sometimes if you press play to the next track before the current has done loading the next track doesn't comeplete loading
package player { import flash.events.Event; import flash.display.Sprite;
I have a button which loads a sounclip into a movieclip: [AS]_root.myMusic = new Sound(emptyMC); _root.myMusic.loadSound("song1.mp3", true);[/AS] it will load the sound and play and stream it ... but in my output i constantly get this every sec: Error opening URL "file:///E|/Dir/Dir/Dir/undefined"
Adobe's "SWF File Format Specification v10" says that Speex encoded data can be used for streaming sound (a little clarification of the "streaming sound" definition here: "The SWF file format supports a streaming sound mode where sound data is played and downloaded in tight synchronization with the timeline. In this mode, sound packets are stored with each frame." - this has nothing to do with any FMS streaming, no ActionScript needed - just plain SWF).This should be accomplished by using a single SoundStreamHead2 tag with StreamSoundCompression set to 11 (which means "Speex", as stated in the abovementioned Specification) and then N pairs of ShowFrame and SoundStreamBlock tags. However, this does not work - Flash Player plays no sound when playing the SWF generated by me this way. Please note, that I am capable of generating such SWFs containing streamed MP3 or PCM data, which then play perfectly. Just not Speex...
I strictly conform to the Specification:URL...I tried the streaming sound approach as well as the event sound - both do not work.Moreover, I was not able to find (anywhere on the Internet) any sample SWF with streaming sound (nor event sound) encoded in Speex. Do they even exist? Anyway, Flash CS5.5 is not capable of generating them.I would just like to know whether Speex support for SWF streaming sound can be found anywhere else than in the Specification. (I know that FLV can contain Speex and that Flash Player can stream Speex from a microphone and that FMS can stream Speex to its clients, but this is not what I am asking for)
I have a buffer with MP3 data (If I would save this buffer and call it buffer.mp3 it would play, but in this situation I should not save it to file system). I have to play it, but I can not, what shall I do? I tried the next code to play that buffrer(ByteArrayStream) (I get MP3 data from server the method of getting data works fine (tested on text int's etc) I call the returned ByteArray readResponse because I have some seading method and It is it's response).
I am using FMS for live streaming. Am using Flash to publish live video, I have one to one live streaming where I can see other end user live video and other end person can see mine live video. So one input stream going to server and one out put stream coming back. The problem what I was getting is sound is getting echo i.e., Repetitive sound getting.
We need to call different instances of youTube Video into our own swf and play them.
Now as youTube video is from a different domain, the Flash sandbox restrictions naturally come into play. We am loading the youTube swf into a clip using the MovieClipLoader Class.
If we remove the instance using the removeMovieClip() command the video is removed but the sound continues. We have even tried the MovieClipLoader unloadClip() method but that too did not yield results.
We wish to be able to kill the sound object or atleast mute it so that it does not play even after the movie clip containing the video is removed.
As the swf belongs to a different domain we are unable to control the sound object directly through script.
We have even tried loading another youTube instance into the same movie clip after first removing it using the removeMovieClip() command, then creating it again, and finally loading the youTube instance using the MovieClipLoader class, but the earlier sound still continues to play even while the second clip sound also plays.
Code: var mySound:Sound = new myLibrarySound(); myButton.addEventListener(MouseEvent.CLICK, playSound); function playSound(e:Event):void
[code]....
... and that works fine. I then have some streaming music:
Code: var myStream:Sound = new Sound(); myStream.load(new URLRequest("myPath.mp3")); myStream.play(0);
... and that works fine too. Now, however, the initial button sounds have a slight delay -- I'd estimate about 150-250 ms. It's enough that rollover click noises happen about the time you click, and click noises happen about the time you release, etc. Now, here's the KICKER. It only happens in FIREFOX. CURSE FIREFOX. Seriously. I've been having so many Flash issues in FF3, it just drives me nuts. Firefox and wmode is a pain, Firefox and sound is a pain, Firefox has been crap for Flash development lately.
How do you tell flash to stop Looping a stream sound that is imported from the library via Linkage method into AS3? I understand the idea of soundChannel that control the sound.
The above is a drag and drop situation, so when the block_mc is no longer hitting the circle_mc, the sound echoes or loops multiple times before coming to a stop. Any clue how to rectify this. How do you use onSoundComplete in AS3.
I have created a bouncing logo (similar to a screensaver). The MC loops and I have added some motion trail using dupe mc's, however when the main MC loops back to the start, the motion trail seems to go out of synch and fall behind in its positioning. I have attached the FLA to show you what I mean and you can see the AS that I have used.
I have a video that consists of an imported FLV to thetimeline so I could put a new background behind the alpha-channeledbackground of the movie and put other thingsin front of it. When Iexport as SWF it plays just great. However, the download is akiller over DSL speed connection, so I thought I'd try making thefinished product into an FLV. To do that I have to export as QTmovie first, then from QT Pro export to FLV. It loads much quicker,however the movie's video and audio get out of synch by the firstminute (it's 4 1/2 minutes long), and by the end it looks terrible.
I want to I am building a stadium seating application. A person can choose a seat on a layout of the stadium and it loads a pic of the spot where they are seated or they can use a drop down menu (ComboBox). How do I synch up the button and combobox?