Sound in the timeline
HelloI use instance names to navigate throughout pages in my swf appearing somewhat like a Web site... In any case on the main timeline, I have a movieclip that contains an audio file. I want to do is when I click on another part of my schedule, which means anything outside my body called CIRCUS I want that sound to stop. I am aware of how insert a button to stop all the sounds, but can I add additional script to tell the following script button so that when this page is selected the sound on the homepage will stop?
If you use the class to instantiate your sound sound (that is to say, s = new Sound (this) etc), you will have much more control over your sound.
Tags: Adobe Animate
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Audio playback but there is no sound in the timeline.
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Hi Rio, thanks for taking the time to answer this dilemma. Clean the media Cache did not work.
Maybe I could... wait.
Yes. Copied and pasted the timeline in a new sequence. So far so good. Audio seems to play correctly.
Thanks again.
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How to prevent the sounds of the timeline in external swf files to play during the loading?
I'm having a problem with the sounds of the external timeline in the swf files play while charging in a main swf file. Can someone help me?
Here is a part of the main code of the swf. I hope I got enough.
Thank you.
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.display.Loader;
to import flash.events.ProgressEvent;
import flash.events.Event;
import flash.net.URLRequest;
Import fl.events.SliderEvent;
import flash.media.SoundTransform;
preloader_mc.fill_mc. ScaleX = 0;
var swfA:Array = ["part1.swf", "part2.swf"];
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var currentLoader:Loader;
var swfTotalFrames:int;
var tl:MovieClip =;
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function loadNextF (): void {}
TL ["loader_" + index] = new Loader();
TL ["loader_" + index] .name = index.toString ();
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TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.Complete, completeF);
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}
function progressF(e:ProgressEvent):void {}
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preloader_mc. TF. Text = (100 * fractionLoaded) + "% Loaded";
}
function completeF(e:Event):void {}
TL ["loader_" + index].contentLoaderInfo.removeEventListener (ProgressEvent.PROGRESS, progress F);
TL ["loader_" + index].contentLoaderInfo.RemoveEventListener (Event.Complete, completeF);
SoundMixer.stopAll ();
var mc:MovieClip = MovieClip (tl ["loader_" + index] content);
mc.gotoAndStop (1);
frameA.push (mc.totalFrames);
index ++;
if(index<swfA.Length) {}
loadNextF();
} else {}
/ / full of all charges. start playing.
restart_mc.buttonMode = true;
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I have about 70 sounds in my two external SWF. What I need to stop all of them?
//---
more than likely, Yes. I guess it depends on how you have 70 put sounds up in your external swf file... I mean:
you have 70 movieclips appointed on the external swf stage with a distinct sound in each of them? and each have a stop() action in the first picture?
or
you say your external swf to go to a certain image tag that plays a sound on the timeline to this label?
or
are your 70 sounds created dynamically with code and told. start()?
//---
Keep in mind, a swf loading will start to play even before it is fully charged. So instead of when it is fully charged, try stop the loaded swf with a listener for 'init', i.e. when the swf file loaded passes its first image:
function loadNextF (): void {}
TL ["loader_" + index] = new Loader();
TL ["loader_" + index] .name = index.toString ();
. contentLoaderInfo.addEventListener TL ["loader_" + index] (ProgressEvent. COURSES, progressF);
TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.COMPLETE, completeF);
TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.INIT, initF);
TL ["loader_" + index] .load (new URLRequest (swfA [index]));
}
function initF(e:Event):void {}
SoundMixer.stopAll ();
var mc:MovieClip = MovieClip (tl ["loader_" + index] content);
mc.gotoAndStop (1);
}
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Poor quality of the sound in the timeline and export; very well in the Source?
Hi all.
Newbie-Pr but experienced pro audio digital. I am confused and I know I am missing just something somewhere.
I made a video for one of my songs. The graphics are quite (in AE), imported Pr and everything what is superb. I import the final audio mix and it sounds very poor quality when played the chronology and the final output, regardless of the format (I tried several presets and custom as well settings). I played a bit and noticed that the audio sounds fine when played in the Source window inside the Prime Minister.
The session of Pr is comrised of 18 video tracks (not all playing at the same time, of course) and a stereo audio track.
I tried to re - export audio from logic to depths of different bits, sampling frequencies and formats of file (mp3, wav, AAC, etc.) but the results are the same each time: Source (Pr) sounds very good, logic output sounds very well made / reading of the timeline looks very bad quality mp3 and produces final sounds just as bad.
I tried everything I can think of. I hope one of you can show me what I'm missing.
TIA!
Mark
First Pro CC
Processor 2 x 2.8 GHz Quad-Core Intel Xeon
Memory 8 GB 800 MHz DDR2 FB-DIMM
Graphics ATI Radeon HD 2600 XT 256 MB
Software OS X 10.9.1 (B 13, 42)
Thanks for the reply!
I lived the same results, no matter what I used the export settings. In addition, the poor quality of the sound was present in the timeline itself, without even exporting the project.
Finally, I lifted my hands, has launched a completely new project, the same audio file in drugs... sounded good. Copied / pasted the video clips in the project original, broken and boom, everything is fixed. Yes, corrupted file Pr, it turns out. All I had to do was start a new project and import all the old components.
I had to do that in logic a lot (more and more these days). I wish just that I had tried 10 hours earlier! HA.
Anyway, problem solved and many thanks!
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Turn off the sound on the timeline
We have a clip that contains a set of audio files. All sounds are on the timeline. We tried the following, but none works. Can anyone help? Thank you!
[on the frame where the sound starts]
If (disable) {}
SoundMixer.stopAll ();
}
or
[first frame of the clip]
var sndTransform:SoundTransform = new SoundTransform();
SoundMixer.soundTransform = sndTransform;
[on the frame where the sound starts]
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MovieClip you has a property of the soundTransform, you can use:
If your code is in the parent timeline:
var st:SoundTransform = mc.soundTransform;
{if (Deactivate)}
St.volume = 0;
} else {}
St.volume = 1;
}
mc.soundTransform = st;
If your code is on the timeline of the movieclip, use 'this' instead of mc
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Hey all,.
I encountered a small problem using the program Adobe CS3 flash regarding the lip sync... I can put the audio files in the timeline panel how I like and so on, but I have no way to play them in a way where I can do properly lip syncs. It's hard to explain, but in flash MX, I would just click on the timeline, drag the slider along it, and he would play the sounds as he did for executives, one piece at a time. That way I could say where were the consonants and, therefore, where to change the lips of my characters. This is not the same as simply hitting "enter" and let the sound piece in its entirety.
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~ Connor
If your sound is attached to the timeline, click the keyframe where you seem begins and in the properties panel, set sync flow
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Any ideas? Thanks in advance!I found it.
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Also sorry, this should have been posted in the General discussion area.
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Steve
Steve
Just a quick note... even if you can lower the Volume to - 59 dB and into infinity, the highest reading dB is 6.0 (+ included). If you typed dB to + 10.0, you would get 6.0 dB (without sign +).
I think we're OK on that now.
Best wishes
RTA
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first 2015... When dragging a file mp4 for time line there is no audio.
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After you import the clip and video does not appear on the timeline, but its not
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You can check the target track and the source patch way alternate.
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Hello.
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http://i.imgur.com/mCWMscB.PNG
Try:
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This will increase the range available with the 'elastic '.
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