Thanx James,
I've been too busy to devote a lot of undivided time on this
matter...I'm still new at incorporating flash and media. Could you
explain the Sync method and how to set it to Event or Stream?
- Frank
On 1/3/07, JOR [EMAIL PROTECTED] wrote:
If I understood your question correctly,
If I understood your question correctly, it sounds like you've attached
a sound to a keyframe. The sound plays and when it reaches a certain
frame you're expecting the sound to have finished because (12fps * sound
length) is your expected ending frame.
If you are using a Sync method of
Thanx Marc,
I don't have a stopwatch...but I did use windows media player and when
I put a 'finish' text box on the 362nd frame, then it doesn't appear
until approximately 2 seconds after the audio has finished playing.
In one way it seems like a bug since the frame after the audio clip is
not
Hi Frank,
Not sure why it's an issue for you, so I'm not sure what to suggest.
If you still want to test the length of the audio clip, use
SoundObject to load it and then use SoundObject's onComplete method
to tell you when the sound is done.
But the bigger question is, why is this a
Hello all,
When I play a 30 second audio file in Flash (.wav or .mp3), it is
taking flash 32 seconds to run it.
To test this, I've made it real simple and only used one layer (The
frame rate for the audio is 12 fps). The audio starts on the first
frame and lasts until the 361st (30 seconds x
From your description, it's not clear if the trace output is 32
seconds or 28.1 seconds. But either way, if the sound were being
slowed down or sped up that much, you would likely hear a difference
in pitch (especially if it's music).
Try timing the audio with a stopwatch. I'm guessing it's
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