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To add a sound to a document from the library, you assign the sound to a layer and set options in the Sound controls in the Property inspector. It is recommended that you place each sound on a separate layer.
You can load a sound into a SWF file during runtime, using the loadSound
method of the Sound object. For more information, see Sound.loadSound()
.
To test sounds that you add to a document, you can use the same methods you use to preview frames or test SWF files: drag the playhead over the frames containing the sound, or use commands in the Controller or the Control menu.
You can place multiple sounds on one layer, or on layers containing other objects. However, it is recommended that each sound be placed on a separate layer. Each layer acts like a separate sound channel. The sounds on all layers are combined when you play back the SWF file.
None applies no effects to the sound file. Select this option to remove previously applied effects.
Left Channel/Right Channel plays sound in the left or right channel only.
Fade Left to Right/Fade Right to Left shifts the sound from one channel to the other.
Fade In gradually increases the amplitude of a sound over its duration.
Fade Out gradually decreases the amplitude of a sound over its duration.
Custom lets you create your own In and Out points of sound using the Edit Envelope. See Using the sound-editing controls.
Event synchronizes the sound to the occurrence of an event. An event sound plays when its starting keyframe is first displayed and plays in its entirety, independently of the Timeline, even if the SWF file stops playing. Event sounds are mixed when you play your published SWF file.
An example of an event sound is a sound that plays when a user clicks a button. If an event sound is playing and the sound is instantiated again (for example, by the user clicking the button again) the first instance of the sound continues to play and another instance begins to play simultaneously.
Start is the same as Event, except that if the sound is already playing, no new instance of the sound is played.
Stop silences the specified sound.
Stream synchronizes the sound for playing on a website. Flash forces animation to keep pace with stream sounds. If Flash can't draw animation frames quickly enough, it skips frames. 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.
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. See Compressing sounds for export.
For continuous play, enter a number large enough to play the sound for an extended duration. For example, to loop a 15-second sound for 15 minutes, enter 60.
Note: 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.
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