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Click to See Complete Forum and Search --> : im trying to add a song to a looped flash i made importing as .swf but the sound


misinformed
01-26-2002, 03:08 PM
doesnt come out when i play it in explorer, am i doing something wrong? please help!! thank you

johnie
01-26-2002, 03:32 PM
Your song swf needs 2 frames If I remeber right... I'll look at it.

Okay I looked at it your imported SWF needs to be the same length as the Movie and you need to set your imported Movie to loop the sound.

I hope that helps...

[Edited by johnie on 01-26-2002 at 02:39 PM]

misinformed
01-26-2002, 03:34 PM
ill just load two blank frames? that should work probably! maybe...i dont know hahah thanks johnie

misinformed
01-26-2002, 03:37 PM
well, i tried adding a blank frame the only thing it did was play the beginning of the song over and over and over, hmmm...do i have to insert the amount of blank frames that will match up the length of the song? that doesnt seem right.

misinformed
01-26-2002, 03:52 PM
do you know of any programs that will convert avi to .swf? ive got the one to convert .sft to avi. But say ive got my friends on cam jumping dirtbikes and i want to turn it into flash see what im saying? thanks man!

misinformed
01-26-2002, 04:01 PM
i inserted 50 plus frames, so it would just go over the time of the song. i saved it as an .swf file, (does it have to be the same size as my other flash movie i want to add it to?) and i imported it into my other movie, now it plays but just the beginning because the movie i imported it into is only like 3 frames but i have it going over and over, how can i make my song keep going? instead of starting over?

johnie
01-26-2002, 06:23 PM
The length of the sprite SWF (SWF Object) has to be longer than the length of the sound or have a stop action in it and be set to loop the sound. Also you have to stop the main movie from reloading the sprite. You do this by adding a goto and play action at the end of your main movie so that it doesn't hit the frame you imported your sprite (SWF object) on.

misinformed
01-26-2002, 06:31 PM
i tried adding a "go to frame 1 and play" action at the end of the main movie, still a no go! any suggestions?
also, which frame do i "import flash movie as object" to? thanks alot for the help!

johnie
01-26-2002, 06:39 PM
Where have you imported the SWF object at?

Are you using load movie?

or import SWF as object. If you are using import SWF as object then the first frame that you see that bounding box is where it was imported at.

also if you want you can email me at snider.john@netzero.com and I can look at the file.

misinformed
01-26-2002, 06:47 PM
i sent the .swf sound file, and the fun file which is where i want to insert it! thanks

johnie
01-26-2002, 07:22 PM
Okay, I looked at your file...

And I figured out another feature improvement for KM... If it can't find a dependancy let the user find them...

Anyhow what it apears you will need to do.


1. CLick on the Frame Menu and hit insert Blank Frame. Now Click on Frame view, its the 3'rd view button in the interface, and move the blank frame up to the first frame position using the up button.

2. Click on the renumber frames button.

3. On your new Blank Frame 1 click on the insert SWF Object button. Choose your sound SWF.

4. Copy this bounding box.

5. Goto the next frame and paste to end.

6. Now goto your last frame and add a Goto and play Frame 2 action.

Alternativly you could also Load your sound SWF into Level 2 in step 3 and skip steps 4 and 5.

misinformed
01-26-2002, 07:25 PM
right on im gonna see if it works!

misinformed
01-26-2002, 07:32 PM
thank you very very much it works!!

misinformed
01-26-2002, 07:37 PM
now, if i want the .swf file to stop playing how would i make that work? i mean, after the song is over? thanks again johnie you're really helping me out

johnie
01-26-2002, 07:50 PM
By placing a stop all sounds action on the last Frame of your sound SWF. Likewise you could also time it off the main timeline.

misinformed
01-26-2002, 08:07 PM
okay i will try that thank you!

misinformed
01-26-2002, 08:17 PM
for some reason i cannot find my main timeline, or change the statistics on my .swf file. i have no idea why. i found the "score" but it only lists the stuff, doesnt give me any options to alter a the .swf file. sheeit.

misinformed
01-26-2002, 08:17 PM
for some reason i cannot find my main timeline, or change the statistics on my .swf file. i have no idea why. i found the "score" but it only lists the stuff, doesnt give me any options to alter a the .swf file. sheeit.

johnie
01-26-2002, 09:30 PM
In 2.8.X you only have 1 Timeline per SWF more or less. KM 3 will be different.


Couple of ways to do this in 2.8.X...

These work regardless if you used Load Movie or imported as an Object

1. Open up the FUN file that contains your sound. If your FUN file is as long as the Sound CLip simply add a Stop and a Stop all sounds action in your Movie.

2. Simply not allow your Sound SWF loop. This is done by not setting the SWF to loop sounds and having a stop in your SWF.

This works if you have Loaded the Movie

1. If your Main Movie is as long as the music then you can use Unload the loaded Movie on your last frame. This is done with the Unload Action.

2. If your main Movie is shorter you can script a counter to time it.

timer+=1;if(timer==80){unloadMovie(_level2)}

3. Likewise you can script it to stop all sounds on the loaded level:


timer+=1;
if(timer==80){_level2.stopAllSounds();}


If you Loaded your Movie as an object these work

1. Actions Script a timer to stop the sounds on MC.

timer+=1;
if(timer==80){swf1.stopAllSounds();}


2. You can also unload Level 0 from the clip and it is also effective.


timer+=1;
if(timer==80){swf1.unloadMovie(_level0);}


Well those are the ways I can see to do this. You need to realize that some of those values need to be adjusted.

misinformed
01-26-2002, 11:45 PM
thank you very much for helping me out, im gonna try it right away!