I have created a X-mas card for my company. When the card opens, the 3 circles are buttons to different scenes within Flash. The text in the bottom left is a button to the final scene.
The card can be viewed here: [URL]
1) When I click on the circle button that has the red garland and tree ornaments in it, if you listen close at the very beginning of the scene, a squeek sound plays. I use this squek sound in the hamster wheel movie symbol used in other scenes, but not in this scene. I don't even have the sound in this scene of the Flash project anywhere. I can not figure out where it is coming from.
2) Does anyone have some optimization tips? My project file is huge and a lot of the people we will be sending this out to probably don't have the most up-to-date processers. Should I split each scene into it's own Flash movie that is only loaded when the button for that scene is selected instead of the whole thing loading?
whenever I set my sound to stream and continue to make a movie with multiple scenes. The audio and video get disgustingly out of sync sometimes even off by 30 seconds. I just started an animation its only 10 seconds long with two scenes and the AV is already off by about 5 seconds. Ive worked around this by avoiding scenes altogether but i really don't want to have another 5000 frame scene. I discovered this problem in Flash MX and Im quite annoyed that it still has't been fixed 3 years later!
i'm habing abit of problem with this code, its supposed to play pause and stop, the problem being that when i press stop then play it only plays from the last pause and not the beggining how to get it to play from the start after the stop button is pressed
I'm working on a Flash movie that includes a simple on/off audio player. At the end of the movie it loops back to the beginning and plays again. if the viewer hits the sound off button it will turn the sound off untill the movie loops and then the audio automatically starts again. The viewer would then have to hit play again and then stop to stop it. Is it possible to fix this? I think that I ned to put a piece of code at the beginning of the movie to check if the sound is off or not and then to continue to keep it off if needed?Here is the code for the sound player I am using...
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var lastPosition:Number = 0; mySound.load(new URLRequest("GlidingOnAir.mp3"));
I'm doing a project that I have to use scenes in, I have a sound object that i want to be able to control in all scenes. I set up global variables for the sound object and a boolean to check if the sounds currently playing like this : PHP Code: _global.sound1= new Sound(); _global.sound1.attachSound("song"); _global.soundplaying = 0;
In each scene I have two buttons a stop and a play button, Heres my code for play: PHP Code: if(!_global.soundplaying){ _global.sound1.start(); _global.soundplaying = 1; }
And stop: PHP Code: _global.stewielaugh.stop(); _global.soundplaying = 0; Doesn't seem to work, if I press play in scene one and go to scene 2 and then return to scene one the sound can be played again on top of the already playing sound object.
I've set a music sound to play across three scenes in my movie. However, when the user clicks to enter the fourth scene, I'd like the music to stop. Simple enough.
Here's the problem...the fourth scene contains individual keyframes in the scene where I have separate voice overs for each frame. The user navs forward or backward among the scene's keyframes using arrow buttons for forward and backward. How can I have the voice over stop playing on frame 1 if the user clicks the arrow to go to frame 2 if the frame 1 sound isn't finished playing? Frame 1 plays out until finished, even if the user has clicked to go to frame 2.
Then, on return to the main scene where the general music file played, I'd like it to resume playing upon the user clicking 'return home.'
Incidentally, I set up my sound files to play on a soundtrack timeline.
I have only two days to get this working and handed in. My class did not teach actionscript, the code for keeping sounds playing through multiple scenes was provided for us :
var mySound:Sound = new soundtrack(); mySound.play();
Unfortunately this doesn't seem to work in actionscript 3..... and my entire movie is actionscript three. It won't let me save down or convert it or anything.... and I can't get my stuff into another file without screwing it all up.
I currently have a movie, about 12 scenes long. I have a sound control that loops the track I have the user select repeatedly. But because I wanted music to always play unless they manually turned down the volume in my controls I load the music each time the main scene is loaded... This ends all of the other sounds and just restarts the first track in my list.
Here's the code:
For the main frame, inside a movie clip placed on scene 1:
I simply don't understand why now at the end of my project, the last 5 frames are giving me such trouble. I have five scenes. The first scene plays fine. Second scene plays fine until just the end, then it grabs audio from the third, fourth and fifth scenes and starts playing them. Here is the site: [URL] (it is a site for children in Swedish) if you click the 3rd button to the right (3 Delan) you will notice that the sound starts truncating and then starts grabbing and placing into scenes before the next scene.
Situation: I have a project I'm working on where I have buttons which make click sounds on their own, and also take you to other scenes where a sound will immediately play. There are also three movieclips involved, total my base movieclip and two independent ones that load on top of that. Problem: I want to include a Mute button so that you can turn off all sounds, but can't figure out how to do that..As I understand it, stopAllSounds won't work for me, because as soon as someone hits another button, a new sound will play.
Most of my flash movies have been reasonable sizes, but the one I'm working on now is kind of a beast. It's up against the 16000 frame limit, so I'm looking into ways to chop it up. The problem is that I need a way to keep my background music playing across multiple scenes or movies. Is there a way to start a sound file in one movie, and have it continue when another scene is loaded or when a second movie file is loaded with ActionScript?
I am trying to build a very simple Flash app in CS4. All I want to do is have JPGs overlayed over a sound layer in a series of scenes. I want a basic intro scene that ends w/ a table of contents from where you can click to view any scene. At the end of each scene is a frame where the user can replay the current scene, return to the TOC frame in scene 1 or proced to the next scene. I am having two SERIOUS problems.
1. For some reason my movie is NOT stopping at the "stop ();" action at the end of scene one. the action is on its own keyframe in the timeline, but when I "test movie" it just plays right past that to scene 2. 2. I obviously need multiple buttons on a scene to do different things on click. Does it really have to be as complicated as it seems to have multiple buttons all do different things on click? I keep getting told I have duplicate actions when I have two buttons on a page that do different things on click. I have named each button instance a unique name and written the gotoandplay click event using those unique instance names.
I am converting from .FLV's to .F4V. Video outputs fine but the audio sound stops after a few seconds from the beginning.I have tried many different settings for the audio with no luck. Also, tried on a colleague's machine who is running CS3, which works fine, so something is buggy in CS4...
I have an interactive story divided into scenes. At the end of each scene a button appears. This occurs on a frame on the timeline.
There are two different buttons that might appear based on whether a prior scene has been viewed or not.
For example, there are Scene_1 and Scene_2. At the end of Scene_2 one of two buttons will appear. The buttons will be either "Go see Scene_1" or "Return to Main Menu".
If the user has already seen Scene_1, Flash will know that and automatically go to the frame in Scene_2 that contains the button "Return to Main Menu".
Conversely, if the user has not seen Scene_1, Flash will know and automatically go to the frame in Scene_2 that contains the button "Go see Scene_1".
I imagine there would be an action frame at the end of Scene_2 that will contain the as2 code to enable this action.
Perhaps something like, but probably not at all like the following:
if ("Scene_1", last frame == true){gotoAndPlay("frame#");}else{gotoAndPlay("frame#");}
I am working with a project that has many scenes. Each scene has a movie clip attached to it. The first scene is simple...just a couple of buttons and that is it. My worry is that when I add all of the videos that correspond with each button and publish the SWF will be a huge file. THE QUESTION: Does flash load ALL scenes of a movie or does it load the first scene and then load the other scenes when the user needs to view them?
My ultimate goal is to just have the first scene load and then when the user clicks on the buttons contained within that scene that only upon release does the corresponding scene load. Maybe I am doing this completely wrong and should look at doing it another way.
i want to create some crazy sites with Flash i created the site in Photoshop and then i imported the psd into flash but i come in one post that i should optimizing the content before publishing on internet but how and why should i do that??
I have an as3 app which utilises an sqlite db to save metrics data. It is well known that as3 is single threaded, so when I save to this db, the Stage Video I am playing becomes jumpy! I have heard that saving db data in batches can speed up this process so I save in a loop:
for (var i:int=0; i < metricsObject.metricsComponentData.length; i++){ switch (metricsObject.metricsComponentData[i].mouseType) { case MetricsCollator.MOUSE_OVER: this._query_txt = "INSERT INTO " + this._tablePath[0] + " VALUES (null, " + this._sessionID +
[code]...
I have looked into pseudo threading examples but they all require a sprite or stage instance, the class I am executing this code in, is not a display class, I don't really want to pass an instance of the stage into this class.
It seems to me everytime I export a PSD design into flash the images come out a little pixelated. Granted I do use 72 dpi though I thought that was the webstandard. By using flash can I use higher dpi images? Or is there another method I should be using instead of the direct import to lirbary?
Some AS operations are more CPU intensive than others. What are good ways to compare operations so that I can see for myself how demanding something is? Are there built-in AS3 methods for tracing system use or CPU use? Are there non-flash tools that people use?
I'm working on a flash website that consists of 3 frames (1 = preloader, 2 = instances of symbols, 3 = the main page/view). I've gone through and optimized all my static bitmaps/movieClips and removed any symbol that I've exported for ActionScript from exporting in the first frame. Even after all these steps frame one is still the longest to load (797kb on a 32.6 kbps simulated download), only showing the preloader when the whole file is at 86% complete. Any further steps to take to get frame one's size down?
I'm working with a few .flv movie clips in my timeline based flash file. I've imported and embedded the files into movieclip symbols. My file is now sluggish and close to 10mgb.What's the best way to optimize the videos so my .fla and final .swf are as small as possible?
I've got this simple GUI that has a search box and a couple result fields for "Word" and "Definition"...I've also got an XML file with about 800 or so terms and definitions.Currently the flash works just fine, it reads in the XML glossary, splits it into a word array and definition array and when I search through it, it creates a List filled with terms that match the string that I search for. We wanted it to update the list of possible matching terms each time you changed the search term: a, ap, app, appl, apple... etc.
Everything works, its just incredibly slow when you throw 800 terms at it to search through.I was wondering if anyone could either optimize my search somehow, show me another way of doing it.Here is the code pulled from the whole GUI.
ActionScript Code: var glossary_xml:XML; var xmlReq:URLRequest = new URLRequest("glossary.xml");[code].........
It uses bitmap data to draw each frame of the video, which is streamed using the netstream class. My question is - how can I optimise the speed at which it plays? It plays fine when the stage is small, but when on full screen it starts to get jerky.
My app draws a handful of very large Shapes to the screen very frequently. I've already implemented some logic to reduce that frequency in certain situations, but I'm wondering whether there is anything else I can do.My Shapes' graphics are basically rectangles with BitmapData fills. (Smoothing's turned off.) I can use some simple logic to find the regions where their boundary rectangles intersect the Stage. If I redraw my Shapes' graphics so that they only draw to those intersections, will my app take less time to render?
I have written a small bit of actionscript code which is designed so that small objects fly across a window from left to right at varying speeds, and then get moved back again with different attributes once they reach the right edge. The code is fully functional.My problem is that this eats a huge amount of system resources, and runs slowly on a 1Ghz machine. Is there a more efficient way to achieve this?
//Frame 1 Code - create 20 objects of varying scale, x/y position and alpha.
dcount = 1; dupcount = 20; while (dcount<=dupcount) {[code]......
I recently completed the battle engine for my game.But the problem is that it is lagging horribly.optimize the code(because the graphics I'm using are really very basic)
What are the best practices for optimizing a transparant png image? What things can be done to make such a png file as small as possible without loosing to much of its quality? Best tools? Best Photoshop plugins? Other tips?
I'm trying to take into account the Garbage Collector (GC), so I decide to optimize this code:[code]For instance, is it useful to put "xmlOne = null" in every iteration? I'm checking with the Flashdevelop's profiler, but I don't see the difference.maybe, I can also reuse the item object rather than creating it every time, right?
I have a 10MB flash file that I have uploaded to my website. No idea if this is large or small for a Flash file! The Flash appears on my index.html page. I have noticed that different browsers react differently, but when I open the page initially the video does not start playing straight away.