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Stream
I've never though about this...
This is actually quite newbish:
How do I stream music with KM? I can do it wit hFlash MX, but I can;t find out how in KM.
The following statement is true.
The above statement is false.
Thats burns my mind.
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You can't at the moment. The work around is to create a swf in Flash and import into KoolMoves. The next KM version will allow you to set the export Flash version level so I believe Flash 6 lets you use loadMovie(?), someone correct me if I am wrong.
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mySound = new Sound();
mySound.loadSound("music.mp3",true);
Is how to do it. Load.Sound( "URI", IsStreaming) if the isStreaming parameter is is set to true it will stream if left off or set to false it will load.
I'm like 99% sure that evrything to do this is in the new Beta but will admit to not testing it yet.
However...
Flash will Stream without doing that.
Flash 4/5 Allowed you to Synch a MP3 to the frames. the spec for this are here
(Cut and Paste Job... See the actual Spec http://www.openswf.org/spec/SWFfilereference.html )
Sounds
The SWF file format defines a small and efficient sound model. Sounds are stored as 2-, 3-, 4- or 5-bit ADPCM. This simple but efficient compression scheme avoids any licensing or patent issues that arise with more sophisticated sound compression schemes and helps to keep player implementations very small. SWF supports sample rates of 5.5, 11, 22 and 44 khz in both stereo and mono. It is assumed that the playback platform can support rate conversion and multi-channel mixing of these sounds.
The number of simultaneous channels supported depends on the CPU of specific platforms, but is typically three to eight channels. There is also the concept of a sound envelope where a simple transform can be applied to a sound object to generate various types of fades and level control (fade-in, fade-out, cross-fade).
Sounds in SWF are stored as individual sound objects that can be reused and mixed at runtime. The SWF file format also supports a streaming sound mode where sound data is played and downloaded in tight synchronization with the timeline. In this mode, sound packets are stored with each frame. If a CPU cannot render the frames of a movie as quickly as specified by the frame rate of the movie, the player slows down the animation rate instead of skipping frames. When streaming sound is present, the player skips frames in order to maintain tight synchronization with the sound track.
Note that a timeline can only have a single streaming sound playing at a time, but each movie clip can have it's own streaming sound.
See Also: StartSound
Sound Information Values
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undead creature
Originally posted by johnie
mySound = new Sound();
mySound.loadSound("music.mp3",true);
Johnie is right (again).
These are the command lines.
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It won't work...
Here's the AS I have.
mySound = new Sound();
mySound.loadSound("http://www.angelfire.com/rpg2/scottproductions/Running.mp3",true);
Whats wrong??
The following statement is true.
The above statement is false.
Thats burns my mind.
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I went back and checked the Beta...
The scripts aren't supported yet- I was mistaken.
What is supported is attachAudio http://www.ok.sfc.keio.ac.jp/~yusuke.../ASD_CS53.html
Which is something else altogether.
This leads us back to how to do it without MX.
The answer is it depends on how Bob implemented it compared to the specification.
I'm fairly certain that just not preloading will stream the sound right now but would have to double check.
-Note I checked ... not streamed. It could be added as a new feature.
Last edited by johnie; 11-09-2002 at 12:40 AM.
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I'll add loadsound to the next beta release.
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undead creature
Originally posted by Bob Hartzell
I'll add loadsound to the next beta release.
Never too late !
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