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Well, this is not complicated. Import .wav files ( avoid MP3 as you gain absolutely nothing and usually have problems with those ) and then use MP3 compression in flash when you export your.swf.
I usually stick with 64kbps for effects and most music ( publish settings in flash ) . That seems to be the minimum if you want decent sound. Thing to remember is if you want to keep stereo ( uncheck convert stereo to mono ) in your main soundtrack then each channel will only be 32kbps and you will probably need to set that file to be exported/compressed at 112kbps so you have each channel sounding fine.
Importing 16bit / 44100 khz ( CD quality ) is fine. If you are using a little better equipment to record your sounds those usually can record at 24bit/96khz and these .wav files cannot be imported into flash, so remember to save/export as 16bit/44k .wav file for import into flash ( keep your originals at 24/96 ).
Loading and looping external MP3 files is a different problem. Haven't done that in a while, but that gap on loop restart doesn't happen with every MP3 file, it depends on the app you used to save the MP3 in question. I've always used Sound Forge and I don't remember having those problems, but it's been a while. Since most people use mochi and people have faster connections most of us don't do all the fancy pre-loading like we used to ( the whole game has to load before you can play anything and all portals pretty much want a single file ), so there is not much to gain by loading external MP3s into a game unless you want to give users a choice of track selections or make some kind of a music player.
Last edited by MikeMD; 02-20-2010 at 02:29 AM.
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