An event sound plays when its starting keyframe first appears and the plays in its entirety, independently of the playhead in the Timeline, even if the SWF file stops playing. Event sounds are mixed when you play your published SWF file.
If an event sound is playing and the sound is instantiated again for example, by the user clicking a button again, or the playhead passing the starting keyframe of the sound , the first instance of the sound continues to play and another instance of the same sound begins to play simultaneously.
Keep this in mind when using longer sounds, as they can potentially overlap, causing unintended audio effects. The same as Event, except that if the sound is already playing, no new instance of the sound plays. Synchronizes the sound for playing on a website. Animate forces animation to keep pace with stream sounds. Unlike event sounds, stream sounds stop if the SWF file stops playing.
Also, a stream sound can never play longer than the length of the frames it occupies. Stream sounds are mixed when you publish your SWF file.
An example of a stream sound is the voice of a character in an animation that plays in multiple frames. Animate remembers the audio sync options in property inspector. Note: If you use an mp3 sound as a stream sound, you must recompress the sound for export.
You can export the sound as an mp3 file, with the same compression settings that it had on import. For continuous play, enter a number large enough to play the sound for an extended duration. For example, to loop a second sound for 15 minutes, enter Looping stream sounds is not recommended. If a stream sound is set to loop, frames are added to the file and the file size is increased by the number of times the sound is looped.
You can associate sounds with the different states of a button symbol. Because the sounds are stored with the symbol, they work for all instances of the symbol. In the sound layer, create a regular or blank keyframe to correspond with the button state to which you want to add a sound. For example, to add a sound that plays when you click the button, create a keyframe in the frame labeled Down.
You can also use the same sound file and apply a different sound effect for each button keyframe. In Animate, you can define the starting point of a sound or control the volume of the sound as it plays.
You can also change the point at which a sound starts and stops playing. This is useful for making sound files smaller by removing unused sections. To change the sound envelope, drag the envelope handles to change levels at different points in the sound. Envelope lines show the volume of the sound as it plays.
To create additional envelope handles up to eight total , click the envelope lines. To remove an envelope handle, drag it out of the window. If you have Adobe Soundbooth installed, you can use Soundbooth to edit sounds you have imported into your Animate file. After making changes in Soundbooth, when you save the file and overwrite the original, the changes are automatically reflected in the Animate file. If you change the filename or format of the sound after editing it, you will need to re-import it into Animate.
After completing the changes, save the file. To save the changes in a non-destructive format, choose the ASND format. If you save the file in a different format from the original, you will need to re-import the sound file into Animate.
Return to Animate to see the edited version of the sound file in the Library panel. To edit these sounds in Soundbooth, open Soundbooth and select the sound from the Resource Central panel.
Edit the sound and then import it into Animate. You can split the stream audio embedded on the timeline using the Split Audio context menu. Split Audio enables you to pause the audio when it is necessary and then resume the audio playback from where it was stopped at a later frame on the timeline.
You can choose to split streamed audio into multiple parts by retaining its effects. Right-click on the frame at which you want to split the audio and click Split Audio. Note: Audio effects are retained even if the audio is moved or changed to a different timespan or frame span. Audio looping means repeating a small section of sound continuously over a number of frames on your timeline. Flash Lite 1. Device sounds are stored in the published SWF file in their native audio format such as MIDI or MFi ; during playback, Flash Lite passes the sound data to the device, which decodes and plays the sound.
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Create an account. Edit this Article. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article Steps. Tips and Warnings. Related Articles. Author Info Last Updated: January 12, This article has been marked as historical. Open Adobe Flash or Macromedia flash and select actionscript 2. Once selected flash imports the file to the library, open library panel and the audio file will be displayed as a waveform in the library window.
Drag the audio file from the library on to the stage, make sure the layer currently selected is the new blank layer. Add a new keyframe to the layer after any number of frames.
The audio can be clearly seen as a waveform. Go to "control" menu from the top and select play from drop down. The play head moves forward and the sound plays. Go to properties panel and select sound. The option if set to stream plays the sound up to the number of frames in the layer whereas selecting event option plays the whole audio irrespective of number of frames.
You can use. If you have QuickTime 4 installed, you should also be able to import. Yes No. Not Helpful 3 Helpful 7.
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