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Using Audio with ActionScript Load a Sound from the Library with ActionScript 3.0 Create or open a Flash document ActionScript 3.0.. Click the Window menu, click Library to open the L

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Sound is a great motivator For example, a particular piece of music can make you happy, or it can make you sad In addition, sounds can pull out childhood memories and stir emotions Sound is a powerful tool, however, different people react differently to sounds, therefore it's important that you think carefully about the sounds you add to your movies It's equally important to understand how you can control your movies using using ActionScript 3.0 code or ActionScript Behaviors in ActionScript 2.0

Using Audio with

ActionScript

Load a Sound from the Library

with ActionScript 3.0

Create or open a Flash document

(ActionScript 3.0)

Click the Window menu, click

Library to open the Library panel,

and then select an audio file from

the available Library items

Right-click (Win) or

Command-click (Mac) the audio sound, and

then click Properties Click

Advanced, if necessary.

Enter a distinctive name for the

Identifier field or use the default

Select the Export For ActionScript

check box

Leave the other fields at their

default values, and then click OK.

Click Frame 1 in a layer

Click the Window menu, and then

click Actions.

Type the ActionScript code shown

in the illustration:

Click the Control menu, point to

Test Movie, and then click Test.

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Load a Sound from the Library

with an ActionScript Behavior

Create or open a Flash document

(ActionScript 2.0)

Click the Window menu, click

Library to open the Library panel,

and then select an audio file from

the available Library items

Click the Library Options button,

and then click Properties Click

Advanced, if necessary.

Select the Export For ActionScript

check box

Enter a distinctive name for the

Identifier field or use the default

Leave the other fields at their

default values, and then click OK.

Click the Window menu, and then

click Behaviors to open the

Behaviors panel

Select a button object on the

Stage or Timeline keyframe

Click the plus (+) sign, located in

the upper-left portion of the

Behaviors panel, point to Sound,

and then click Load Sound From

Library.

Enter the name of the audio file in

the Linkage ID field

Enter a unique name in the

instance field

Select the Play This Sound When

Loaded check box

Click OK.

Select an Event to trigger the

sound If the audio file was added

to a Timeline frame, the event field

will be disabled

Click the Control menu, point to

Test Movie, and then click Test.

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You can load an MP3 music audio file using a built-in Flash behavior

The advantage to this process is that the file is loaded when needed, and it never increases the size of the original Flash movie Flash per-forms a calculation on audio files as they are loading When it has enough of an audio file, it begins playing, while it continues to down-load the remaining information in the background For large audio files, this cuts down on long wait times and keeps the visitor from becoming bored Streaming MP3 files are not part of a pre-existing Flash movie, they're just available from a common location

Loading a Streaming

MP3 File

Load a Streaming MP 3 File with

ActionScript 3.0

Create or open a Flash document

(ActionScript 3.0), and then select

a button object on the Stage

Open the Properties panel.

Enter a distinctive name for the

object in the Instance field, such

as myButton

Click Frame 1 in the actions layer

Click the Window menu, and then

click Actions.

Enter the script as shown in the

illustration:

Click the Control menu, point to

Test Movie, and then click Test.

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See Also

See Project 2, “Loading and Formatting

Text” in the Workshops, available at

www.perspection.com, for

Action-Script 3.0 code to load external text

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Load a Streaming MP 3 File with

an ActionScript Behavior

Create or open a Flash document

(ActionScript 2.0), and then select

a button object on the Stage or

Timeline keyframe

Click the plus (+) sign, located in

the upper-left portion of the

Behaviors panel, point to Sound,

and then click Load Streaming

MP3 File.

Enter the URL to the source MP3

file

Enter a unique name in the

identifier field

Click OK.

If you selected a button object,

select an Event to trigger the

sound

Click the Control menu, point to

Test Movie, and then click Test.

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Did You Know?

You can stop all sounds using an

ActionScript Behavior Create or open

a Flash document (ActionScript 2.0)

that contains playing audio files, place

a button object on the Stage, and then

select it Click the plus (+) sign in the

Behaviors panel, point to Sound, and

then click Stop All Sounds Click OK

Select an Event to stop the sound

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When you sync a sound to the Timeline, you're essentially instructing Flash how to play the sound Syncing sounds is a fundamental operation because choosing the wrong sync operation can drastically change how the sound plays out during the execution of the Flash movie Flash gives you the ability to choose a separate sync operation for each indi-vidual sound file When you place the sound on the Timeline, the Properties panel displays the audio properties for the selected sound and lets you define individual properties for every sound in your Flash document For example, you have a background music sound that's located in several scenes, and you want to make sure it doesn't play on top of itself (Sync: Stop) Or, you have a narration that you want per-fectly synced to an animation on the Timeline (Sync: Stream)

Syncing Sounds to

the Timeline

Sync Sounds to the Timeline

Select the keyframe on the

Timeline containing the sound you

want to sync

Click the Window menu, and then

click Properties to open the

Property Inspector

Click the Sync list arrow, and then

select from the following options:

Event When you select Event

(default) the sound plays when

the record head reaches the

keyframe containing the sound,

and continues to play until the

end of the sound If the record

head reaches another keyframe

that contains the same sound, it

will begin playing on top of the

original sound

Start Doesn’t allow the sound

to play on top of itself

Stop Stops a sound if it is

already playing, without

affecting any other sounds

Stream The Stream Sync

creates sounds synchronized to

the Timeline This is useful for

matching sounds to a particular

visual event in the movie If the

video can not keep up with the

audio, Flash will automatically

drop video frames to keep the

audio synchronized

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Once a sound is imported into Flash and placed on the Timeline, you can add sound effects and determine the number of loops When you loop a sound, you're instructing the Flash movie to repeat the sound a given number or times, or to loop the sound forever Some sounds loop better than others For example, you create some background music, and you want it to continue to play for as long as the visitor is on that particular page, but you don't want the sound to have a definable beginning or end In addition to loops, you can also add effects to a sound, including fades in and out, and fade to the left or right channel

The effects applied will only modify the selected audio file Each copy

of an audio file dragged into a Flash movie is controlled independently

Adding Effects and

Looping Sounds

Add Effects and Loop Sounds

Select the keyframe on the

Timeline containing the sound you

want to change

Click the Window menu, and then

click Properties to open the

Property Inspector

To add effects to the sound, click

the Effect list arrow, and then

select an option:

Left Channel/Right Channel

Plays sound in the left or right

channel

Fade Left To Right/Fade Right

To Left Changes sounds from

one channel to the other

Fade In Increases volume

Fade Out Decreases volume

Custom Creates custom in and

out sound points using the Edit

Envelope

To loop a sound, click the list

arrow, and then select an option:

Loop Click Loop to force the

sound into an infinite loop

Repeat Click Repeat, and then

enter the number of times you

want the sound to loop (up to

65,535)

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