im having a problem with sound in the animation. I noticed that sound doesnt sync properly in 24 fps.The sound actually does sync properly when the sound is an event, but when the sound is set to stream, it actually doesnt play properly, and i need my animation to have streaming sound especially for the internet. So for example, if i added a sound effect to start on frame 30, when i play the animation in swf, the sound effect actually starts playing at the wrong frame, in this case, the sound plays before frame 30. So in this case, the sound plays too early, and therefore the sound effect doesnt match with the animation itself. I wanted my animation to be at 24 fps, so i assume theres something that i have to do to get sound to sync properly with the animation at 24 fps.
I recompiled a Flash 8 project in Flash CS3 recently and noticed that some of the sound effects sounded like a painful chippy mess. It sounded like the mp3 bitrate was at the lowest Flash outputs (16kbps). I compiled again, and all the problems went away. Then I compiled again and different sounds went chippy!
Fine, whatever. Maybe it's a glitch between project versions.
This week I built a project from the ground up in Flash CS3 with AS 3.0 . The chippy compression is still there and happens most of the time. Both my global and local compression settings for sound clips are mp3, 160kbps, Stereo.
I recompiled a Flash 8 project in Flash CS3 recently and noticed that some of the sound effects sounded like a painful chippy mess. It sounded like the mp3 bitrate was at the lowest Flash outputs (16kbps). I compiled again, and all the problems went away. Then I compiled again and different sounds went chippy!Fine, whatever. Maybe it's a glitch between project versions.
This week I built a project from the ground up in Flash CS3 with AS 3.0 . The chippy compression is still there and happens most of the time. Both my global and local compression settings for sound clips are mp3, 160kbps, Stereo.
I have an animation and sound running along the timeline. And step forward and step back buttons. The sound is set to stream to keep the animation and sound in sync with each other. This works fine when played from the start all the way to the end. But if the step forward or step back button is pressed, the animation will fall around 5-10 fames out of sync with the sound. And will remain like this until the end.
How can this be fixed so the sound and aniamtion won't fall out of sync.
I have made an animation. I have a layer where I put sounds that execute on certain frames. No script are involved. When I play the movie inside Flash, everything looks good and sounds are syncing. When I make a preview of the movie, some of the sounds are out of sync. I have no idea why, it's the first time I get this kind of problem. All sounds are set to event, but I have tried with stream as well and get the same result.
I have a sound in my flash movie and I'm trying to lip sync to it but for some reason when I try to move that red thing across the frames to play the sound across it so I can go to each syllable so I can work the lips to it. But when I run the red thing across the frames there is no sound going through the speakers. When I ctrl-enter and play the swf I hear the sound what should I do?
I'm working on an animation where some guys sings and in order to make that look good, i need some good lip syncing. Since this is not short clips, but a whole song on 2-3 minutes, it's very hard for me to make the lip sync perfect because I have to replay from the beginning in order to hear the music. So question one is: Are there a way that I can play the movie in the middle and still hear the music? And so the second question is that I can barely see the sound waves in the Music layer, even though there's lots of music. Here's a picture of how big the sound waves are: And that's in the middle of the song! The problem is not that the music is too low, because it's quite high. So question number two is: Are there a way that I can make the soundwaves bigger in the music layer without affecting the music itself?
In Flash, when I use a sound, I can set its type to Play, Stream, etc., right? "Play" just plays the sound directly, while "Stream" makes it adhere to the frames.
Purely in Actionscript, is there any way to make a Sound object behave the same as the "Stream" type? That is, make it sync to the actual framerate of the application, instead of just making it play regardless of the frames? I need this because I'm designing a game where the audio needs to be consistent and repeatable.
I know that the default behavior of Sound objects is the standard "Play" type, because if I have something like this[code]...
i need to play a sound with voices in order to play an interactive animation, but i must have an stop or pause option (a button) that pause both, the movieclip and the sound track, and when pressing again the "pause" button, the movieclip has to continue with the sound track at the same place it stoped. I�m getting a headache trying to figure how to stop a sound in a specific moment and then play at the same place it stoped, and not from begining...
I am aving a problem managing the sound in my application. Here is the situation.I have ten frames in the main timeline and on each frame is a movieclip, inside of which i need to put sound (Each movieclip plays a different sound). Currently I load the sound dynamicly from library and everything works fine - the application plays sounds according to the current frame.
Problem is that each of the movieclips contains also an animation (two characters talking) and I need the animation to be synchronized with the sound. And since I am loading the sounds via actionscript, it has no sync and when the framerate drops on slower computers, the animation lasts longer then audio. To solve this, I tried to put the sounds directly into each timelines of the movieclips and set the "Sync" property to "Stream", but the result is, that when I call the gotoAndStop(5); method, all the sounds placed in movieclips in the previous frames (frames 1 to 4) play as well and all the sounds are playing at the same time.
I've run into a bit of a problem using Adobe's CS3 flash program in terms of lip syncing... I can place the sound files in the timeline at whichever point I like and so forth, but I have no way to play them in such a way where I can adequately make lip syncs. It's hard to explain, but in flash MX I would merely click the timeline, drag the cursor along it, and it would play the sounds as it did the frames, one piece at a time. That way I could tell where the consonants were and therefore where to change my characters' lips. This is not the same as simply hitting "enter" and letting the sound play in its entirety.
I've made a slide show with three pieces of audio that are set up to play with certain images.So you can imagine when the video is paused but the sound continues playing everything gets a bit messed up.
I have each audio on a different layer and none of them overlap, just fade in/out to one another.[code]...
Is it possible to add 5 movieClip in the main timeline, and add for each movieClip a Sound object at frame 5, so that when I play the main timeline, all sound are played simultaneously. Because if I store all Sound object in array, and I do for example (see attach code). That's correct ? Because the play method of Sound class have may latency.
I'm creating a small docu where you have some control functions like you have in Windows Media Player or Winamp or...
So my problem is that I don't know how I can make the statusbar (a bar where you can see how far the movie is).
I just have a bar that begins with a width of 0 and I want to make a itterative function that just does a _width++ every second/24fps
The question: Is there a function, like the Thread.sleep() method in Java, that let's you wait for a certain amount of milliseconds? Or do I have to put on every frame a call for my ++ function.
How to import sound with AS? Cuz i have tried it and my sound just wount play. Can you explain me where my sound should be and what is the as code for importing cuz i use
mysound = new Sound(); mysound.attachSound("SoundOn"); mysound.start();
and this SoundON from where i get it, i try to add linkage to the sound file but in CS4 i cant find the option;. I do it from the library, adding text into the linkage field but still my sound doesn't want to play?
I am using a flash template that includes a menu bar. However, after I changed the names of the tabs in the menu bar, none of the words show up. Everything else loads correctly (sound, logo, images), but no words on the menu bar. I see them on the actual project, but not when I debug the movie. Where did my words go?
I�m in the process of creating a flash intro to my website. The problem is, whenever I preview one of my Mask layers by pressing Ctrl+Enter, the mask effect doesn�t work � it merely shows the masking object.
The puzzling thing for me, which leads me to suggest that the mask should work is that in the normal timeline view, when I lock both the mask and masked layers and press Enter or slide through the frames � the effect works perfectly. On Ctrl+Enter all of my other Masks work fine as well - the one in question has text as the mask content.
It only stops working when I view it as an .swf file or play the movie with Ctrl+Enter. Does anyone know why this is happening, how I can get around it, or whether it will be a problem when published?
The code seems OK but I can't hear the sound. I have it in the fla/swf and exported etc... I suppose something in this code is wrong. Haven't coded for ages - bit rusty I'm afraid.
I'm relatively new to Flash, and I�m in the process of creating a flash intro to my website. The problem is, whenever I preview one of my Mask layers by pressing Ctrl+Enter, the mask effect doesn�t work � it merely shows the masking object. The puzzling thing for me, which leads me to suggest that the mask should work is that in the normal timeline view, when I lock both the mask and masked layers and press Enter or slide through the frames � the effect works perfectly. On Ctrl+Enter all of my other Masks work fine as well - the one in question has text as the mask content.
It only stops working when I view it as an .swf file or play the movie with Ctrl+Enter. Does anyone know why this is happening, how I can get around it, or whether it will be a problem when published?
I have some problems about installing FMS 4 on a CentOS 6 x64. After installing, FMS doens't start properly. I don't see the videos on the web interface. In the log file master.00.log, i can see these errors messages
I made a few functions that should fade between tracks very simply. I start with track1, then call my initial function to fade to track2 -- works just fine. Then later when I want to call it to fade back to track1 it will fade track1 in but keep track2 playing (when the first time it properly fades the already playing track out) --Here is the code (all variables are defined earlier):
ActionScript Code: /* trans is my SoundTransform channel is my SoundChannel newSong is a holding var*/
I found a script which loads text from a TXT file. Nou the code workd fine on a button, but assoon i putt that code on a MC it doesn't load the variables properly. That meas; i don't any script errors, but the text doesn't appera in the dynamic texterea.[code]
Take a look at [URL] I have made a preloader for a site but the tween dosnt seem to be working properly. Stop the page from loading as soon as you see the preloader. You'll notice that the preloader circle appears to shimmer, i have no idea why. its basically a photoshop psd file that i have dropped to the stage as a graphic and then done a motion tween to make it rotate across 24 frames. I have set the html page to show the flash at 'best' quality and tried it on a black background to see if it was an optical effect, but its always the same.
I have a preloader which loads an external swf. When I test locally, everything works fine, but when I test remotely: Preloader runs.External swf doesn't load into preloader. I am using the contentPath to load my external swf, and the only as2 I am using is: on (complete) { this._parent.loaderPB._visible = false; this._parent.mcbgdloader.visible = false;} to hide the progress bar and graphic used in the preloader.
I hope I provided enough info. The preloader is a regular fla and the external uses screens.
I recently created a visual quiz app which asks a question and then gives 4 image answers.
The problem that I'm having is that the images don't shrink the image into their quadrants, but rather, zooms in on the top left corner of the image.
Can anyone tell me what I have to change in the following code to make the images display at a set width (so that they fit in the quadrants proportionally).
Here is what the SWF looks like now. As you can see the images become distorted because they are being stretched. What should happen is that the images be displayed at a fixed width and variable height. [URL]
Code: var dataXML:XML = new XML(); var arrSounds:Array = new Array(); var arrData:Array = new Array(); var rndData:Array = new Array();
I have a file with multiple buttons. The task at hand seems simple. Use eventListeners to go back and forth between frames. Here is the code I am using.
[Code].....
I've tried creating this project using movie clips instead of buttons, and it seems without a hit area the mouse_rollover doesn't work properly, it just flickers. All I'm trying to do is roll over the number have the background be a dark transparency and bring up the text box for 18 different numbers... Seems simple right? I've attached the current broken file for you to explore.
I 'm building a slide show w/ as2, most of the function are fine. However, the pause button doesn't work properly. It can pause the slide show, but not able to play the slide show again. (fyi - the previous btn & next btn work fine !) [code]
as you see in the swf you first have to switch with "aankomende optredens" en "gespeelde optredens" before you can read the aankomende optredens text... why? i just want it to load immediately, so you can read it... without having to read "undefined"