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Maggee
06-01-2002, 02:19 AM
I have a movie to which I added music. I noticed that after it played the first time, each consecutive time it played, the music was no longer in sync with the movie.
I finally saw the problem...when I increase the size of the movie by using percentages, the movie slows and therefore the music is no longer in sync. It works fine when I use pixel size.
I have tried adding the music several different ways, but it doesn't matter how it's done...as soon as I change it to a percentage, it slows down.
Am I doing something wrong or is it normal for it to slow down when increasing the width and height?
Bob Hartzell
06-01-2002, 08:49 AM
If the sound plays longer than the movie EITHER add a stop sound action to the last frame OR increase the number of frames in the movie so it plays longer.
Maggee
06-01-2002, 03:49 PM
The movie is 85 frames, the music is 83 frames. Doesn't seem to matter if I put a stop sound or add more frames, it still does the same thing.
But I was wrong...it appears that even leaving it at pixel size throws it out of sync, but not as noticeable as when I increase the size. Perhaps it's my browser that is the culprit? I am using IE6.
When I play the exported swf in the player, it works fine, it's just when I play it in a browser that it happens.
I hate the music anyway, maybe I can talk my client into just humming along with the movie :)
Bob Hartzell
06-01-2002, 04:12 PM
The music and graphic rendering are most probably on different timelines, so if the rendering bogs down the sync will be lost. Maybe displaying at a percentage is very cpu intensive. If Johnie weve here, he would probably know the answer.
Maggee
06-01-2002, 04:15 PM
I did a little more playing around. When I am in KoolMoves, I can play the movie in the stand-alone player and it is perfect. If I play it in a web browser (from KoolMoves, it has slowed down a bit. When I export it, it seems to slow down even more, thus the music stops way before the movie ends. I tried it in Netscape and IE and it is the same in both.
I have tried Stop Sound, Stop Movie, added frames, imported the music as .swf, tried making it a movie clip....it always does the same thing.
Is there a simple way (I am pretty dumb when it comes to this stuff) to load the music outside of the movie but still have the music and movie begin at the same time?
Maggee
06-01-2002, 04:17 PM
Originally posted by Bob Hartzell
The music and graphic rendering are most probably on different timelines, so if the rendering bogs down the sync will be lost. Maybe displaying at a percentage is very cpu intensive. If Johnie weve here, he would probably know the answer.
Thanks Bob. I really hate using the percentages myself, but it seems the people I end up working for want the movie to fill their monitor screens.
Maggee
06-01-2002, 05:01 PM
Okay, I think I got it pretty much fixed. Bob, your comment about timelines got me thinking, so I decreased the default tweens and the movie speed, and it worked. Now all I have is a little bit of tweaking to do and it should be fine.
Thank you for your help, I appreciate it.
mmreed
06-01-2002, 10:38 PM
does this occur even with preloading?
Maggee
06-01-2002, 11:00 PM
Originally posted by mmreed
does this occur even with preloading?
Yes it does, preloading or not.
johnie
06-02-2002, 08:27 PM
I have noticed this before and it aspearsd to be a quirk in the player. The active X player (IE) seems to be more suceptible to it than the Netscape Player- The Official MM standalone seems not to be as prone to this. There was so0me discusion of this when the Flash 6 player was being in beta. For some reason the Flash Player is very finicky with sounds and high FPS. Reducing the FPS and reducing the Frames helps. Another thing that helps is changing sound into its own file and then AS checks throughout your main movie to make sure that it is in synch.
There is a way in Flash to synch the sound to the Timeline, sort of, with this option turned own the player will throw out Frames to keep the sound track and animation synched.
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