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AUDIO
Introduction
   Audio has long been an important part of the Flash world for
    designers and developers alike.

   well-planned sound can add a lot to games, applications, and
    demos.

From a programming standpoint, ActionScript 3.0 introduces a whole
new
level of sound management. It’s now possible, for example, to more
easily
control Flash’s 32 independent channels of audio, determine the
amplitude
of mono and stereo sounds, and control Flash properties based on
data from
sounds playing in real time.
Introduction
 Even without ActionScript, Flash is no
 slouch in the audio department. You can
 add sounds to animation and button
 timelines, play them while down-loading,
 and even edit them to a minimal degree,
 right within Flash.
Supported File Formats
 For a complete picture of Flash’s support
 for file formats, this discussion is divided
 into two categories: importing
 audio, which is also often referred to as
 embedding audio, and loading external
 sounds for playback at runtime.
Importing Audio
   You can import a variety of file formats into
    Flash, which supports uncom-pressed and
    compressed sound. The most common
    formats are WA V, AIFF, and MP3; all three are
    supported on both Windows and Mac.

   WAV and AIFF files are typically used for
    uncompressed sounds, although you can use
    compression when creating both formats.

   MP3 files are for compressed sounds .
Importing Audio
 Importing a sound is the same as
 importing graphical assets, with one
 exception. Because there is no visual
 component to an audio file, the Import to
 Stage option functions just like the Import
 to Library option.
Compression
 Some  Flash designers feel that it’s best to
 import uncompressed sounds (such as
 uncompressed WAVE or AIFF files) and
 then let Flash compress the audio when
 compiling to SWF.

 Othersprefer to compress sounds using
 external tools (saving to MP3) and then
 apply no further compression in Flash.
Compression
 Usinguncompressed sounds reduces or
 eliminates artifacts that might otherwise
 have been exacerbated by compressing
 already compressed sound.

 Using compressed sounds means slimmer
 FLA files, but it reduces quality when you
 want to change compression settings
 later on.
Internal Asset-Specific Sound
Properties
   Default
 Default skips asset-specific compression and applies the file-wide compression options
explained in the upcoming section, “Internal File-Wide Publish Settings.”

   ADPCM
applies a 4:1 compression ratio that allows you to choose not only sample rate, but also the
number of bits used during compression. This is also known as IMA or IMA ADPCM in QuickTime
environments.

   MP3
MP3uses the MPEG-1 Audio Layer 3 compression algorithm and allows
you to customize preprocessing, bitrate, and quality settings.

  Raw
Rawapplies no further compression. This is useful when you want to
import compressed sounds.

   Speech
The Speech codec is optimized for speech and is not commonly suitable
for music. It is also not compatible with Flash Lite, the Flash Platform’s
player for mobile devices.
Timeline Use
    select the frame where you want to add
    the sound

 Click   and drag the sound from the library
Sync Types
   The Sync type you set in the Properties panel for a Timeline-based
    sound will have a dramatic effect on how the sound plays.

   Stream
Stream sounds begin playing after just a few frames of data have
been downloaded. They are best for long sounds and are well suited
for animation soundtracks because Flash attempts to keep the
Timeline and sound synchronized.

   Event
Event sounds must be fully downloaded and play through to
completion no matter what. For example, if a one-second sound
ordinarily requires 24 frames to play through to completion, an Event
sync type will cause that sound to play until complete, even if only
allocated one frame.
Sync Types
 Start
The Start sync type is similar to Event in every respect
but one. If the play-head returns to the frame before
a prior instance of the sound is finished playing, it will
not play another instance of the sound.

 Stop
The Stop sync type silences the specified sound. This
will even work on Event sounds that are designed
not to stop until they are finished playing.
Editing a Sound
   Flash lets you do some basic volume and pan
    editing without having to use an external
    editor.

   The Effect menu in the Properties panel
    contains a list of preset effects, including
    confining the sound to the Left channel or
    Right channel, channel panning options
    (Fade to left and Fade to right), and multi-
    channel volume fades (Fade in and Fade
    out).
Do this!
   Step 1
    Create a new flash document, take the Rectangle Tool (R) and create a shape that would represent a button.

   Step 2
    Take the Text Tool (A), and type: sound on, on the button.

   Step 3
    Select the button (Ctrl+A), and press F8 on the keyborad (Convert to Symbol) to convert it into a Button.

   Step 4
    Click on File > Import > Import to Library, and choose c:disk > Windows > Media > notify, to import a sound into a flash Library.

   Step 5
    If you now open the Library (Ctrl+L),

   Step 6
    Double click on the button or choose right click and Edit in Place.

   Step 7
    Double click on layer1 to rename its name into a graphic. Insert a new layer and name it sound.
   Step 8
    Lock graphic layer, click on the sound layer and under Down
    choose right click > Insert Keyframe.

   Step 9
    Then, using a drag and drop technique, move your sound (notify)
    from Library on the stage.

   Step 10
    Unlock the graphic layer, and under Hit, choose right click > Insert
    Keyframe.

   Go back on the main scene (Scene 1), open the Properties Panel
    (Ctrl+F3) and set the options
Do this
   Step 1
    Create a new Flash Document, click on file > Import > Import to Library and choose C:disk > Windows > Media > Windows XP
    Startup, to import a sound into a flash Library.

   Step 2
    Draw a "play" and "stop" buttons on the stage.

   Step 3
    After that select it (Ctrl+A) and press F8 on the keyborad (Convert to Symbol) to convert it into a Movie Clip.

   Step 4
    Double click on a new made Movie Clip (stop and play buttons) or right click and choose Edit in Place.

   Step 5
    Select the "play" button, and press F8 on the keyboard to convert it into a button.

   Step 6
    Select the "stop" button, and convert it into a button in an equivalent way like we have converted the play button.

   Step 7
    Insert a new layer and name it sound. Then click on the first frame of layer sound and using drag and drop technique move
    your sound (Windows XP Startup) from the Library on the stage.
   Step 8
    Click again on the first frame of layer sound, open the Properties Panel (Ctrl+F3), and under Repeat
    option set some huge number.

   Step 9
    Insert a new layer and name it action.

   Step 10
    Take the Selection Tool (V),

   Step 11
    Click on the first frame of layer action, open the Action Script Panel (F9), and paste this script:
    stop ();

   Step 12
    Select the second frame of layer action, and paste this script:
    stopAllSounds();
   Step 13
    Click on the first frame of Layer1, select the "play" button, and press Ctrl+B on the keyboard (Break Apart).

   Step 14
    While you're still on the first frame of Layer1, select the "stop" button, open the Action Script Panel (F9) and paste this script:
    on (release) {
    nextFrame();
    }


   Step 15
    Click on the second frame of Layer1, select the "stop" button and press Ctrl+B on the keyborad to break it, like we have done
    for "play" button in step 13.

   Step 16
    While you're still on the second frame of Layer1 select the "play" button, open the Action Script Panel (F9) and paste this script:
    on (release) {
    prevFrame();
    }

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Audio

  • 2. Introduction  Audio has long been an important part of the Flash world for designers and developers alike.  well-planned sound can add a lot to games, applications, and demos. From a programming standpoint, ActionScript 3.0 introduces a whole new level of sound management. It’s now possible, for example, to more easily control Flash’s 32 independent channels of audio, determine the amplitude of mono and stereo sounds, and control Flash properties based on data from sounds playing in real time.
  • 3. Introduction  Even without ActionScript, Flash is no slouch in the audio department. You can add sounds to animation and button timelines, play them while down-loading, and even edit them to a minimal degree, right within Flash.
  • 4. Supported File Formats  For a complete picture of Flash’s support for file formats, this discussion is divided into two categories: importing audio, which is also often referred to as embedding audio, and loading external sounds for playback at runtime.
  • 5. Importing Audio  You can import a variety of file formats into Flash, which supports uncom-pressed and compressed sound. The most common formats are WA V, AIFF, and MP3; all three are supported on both Windows and Mac.  WAV and AIFF files are typically used for uncompressed sounds, although you can use compression when creating both formats.  MP3 files are for compressed sounds .
  • 6. Importing Audio  Importing a sound is the same as importing graphical assets, with one exception. Because there is no visual component to an audio file, the Import to Stage option functions just like the Import to Library option.
  • 7. Compression  Some Flash designers feel that it’s best to import uncompressed sounds (such as uncompressed WAVE or AIFF files) and then let Flash compress the audio when compiling to SWF.  Othersprefer to compress sounds using external tools (saving to MP3) and then apply no further compression in Flash.
  • 8. Compression  Usinguncompressed sounds reduces or eliminates artifacts that might otherwise have been exacerbated by compressing already compressed sound.  Using compressed sounds means slimmer FLA files, but it reduces quality when you want to change compression settings later on.
  • 9. Internal Asset-Specific Sound Properties  Default Default skips asset-specific compression and applies the file-wide compression options explained in the upcoming section, “Internal File-Wide Publish Settings.”  ADPCM applies a 4:1 compression ratio that allows you to choose not only sample rate, but also the number of bits used during compression. This is also known as IMA or IMA ADPCM in QuickTime environments.  MP3 MP3uses the MPEG-1 Audio Layer 3 compression algorithm and allows you to customize preprocessing, bitrate, and quality settings.  Raw Rawapplies no further compression. This is useful when you want to import compressed sounds.  Speech The Speech codec is optimized for speech and is not commonly suitable for music. It is also not compatible with Flash Lite, the Flash Platform’s player for mobile devices.
  • 10. Timeline Use  select the frame where you want to add the sound  Click and drag the sound from the library
  • 11. Sync Types  The Sync type you set in the Properties panel for a Timeline-based sound will have a dramatic effect on how the sound plays.  Stream Stream sounds begin playing after just a few frames of data have been downloaded. They are best for long sounds and are well suited for animation soundtracks because Flash attempts to keep the Timeline and sound synchronized.  Event Event sounds must be fully downloaded and play through to completion no matter what. For example, if a one-second sound ordinarily requires 24 frames to play through to completion, an Event sync type will cause that sound to play until complete, even if only allocated one frame.
  • 12. Sync Types  Start The Start sync type is similar to Event in every respect but one. If the play-head returns to the frame before a prior instance of the sound is finished playing, it will not play another instance of the sound.  Stop The Stop sync type silences the specified sound. This will even work on Event sounds that are designed not to stop until they are finished playing.
  • 13. Editing a Sound  Flash lets you do some basic volume and pan editing without having to use an external editor.  The Effect menu in the Properties panel contains a list of preset effects, including confining the sound to the Left channel or Right channel, channel panning options (Fade to left and Fade to right), and multi- channel volume fades (Fade in and Fade out).
  • 14. Do this!  Step 1 Create a new flash document, take the Rectangle Tool (R) and create a shape that would represent a button.  Step 2 Take the Text Tool (A), and type: sound on, on the button.  Step 3 Select the button (Ctrl+A), and press F8 on the keyborad (Convert to Symbol) to convert it into a Button.  Step 4 Click on File > Import > Import to Library, and choose c:disk > Windows > Media > notify, to import a sound into a flash Library.  Step 5 If you now open the Library (Ctrl+L),  Step 6 Double click on the button or choose right click and Edit in Place.  Step 7 Double click on layer1 to rename its name into a graphic. Insert a new layer and name it sound.
  • 15. Step 8 Lock graphic layer, click on the sound layer and under Down choose right click > Insert Keyframe.  Step 9 Then, using a drag and drop technique, move your sound (notify) from Library on the stage.  Step 10 Unlock the graphic layer, and under Hit, choose right click > Insert Keyframe.  Go back on the main scene (Scene 1), open the Properties Panel (Ctrl+F3) and set the options
  • 16. Do this  Step 1 Create a new Flash Document, click on file > Import > Import to Library and choose C:disk > Windows > Media > Windows XP Startup, to import a sound into a flash Library.  Step 2 Draw a "play" and "stop" buttons on the stage.  Step 3 After that select it (Ctrl+A) and press F8 on the keyborad (Convert to Symbol) to convert it into a Movie Clip.  Step 4 Double click on a new made Movie Clip (stop and play buttons) or right click and choose Edit in Place.  Step 5 Select the "play" button, and press F8 on the keyboard to convert it into a button.  Step 6 Select the "stop" button, and convert it into a button in an equivalent way like we have converted the play button.  Step 7 Insert a new layer and name it sound. Then click on the first frame of layer sound and using drag and drop technique move your sound (Windows XP Startup) from the Library on the stage.
  • 17. Step 8 Click again on the first frame of layer sound, open the Properties Panel (Ctrl+F3), and under Repeat option set some huge number.  Step 9 Insert a new layer and name it action.  Step 10 Take the Selection Tool (V),  Step 11 Click on the first frame of layer action, open the Action Script Panel (F9), and paste this script: stop ();  Step 12 Select the second frame of layer action, and paste this script: stopAllSounds();
  • 18. Step 13 Click on the first frame of Layer1, select the "play" button, and press Ctrl+B on the keyboard (Break Apart).  Step 14 While you're still on the first frame of Layer1, select the "stop" button, open the Action Script Panel (F9) and paste this script: on (release) { nextFrame(); }  Step 15 Click on the second frame of Layer1, select the "stop" button and press Ctrl+B on the keyborad to break it, like we have done for "play" button in step 13.  Step 16 While you're still on the second frame of Layer1 select the "play" button, open the Action Script Panel (F9) and paste this script: on (release) { prevFrame(); }