I'm making a flash file that has both audio and video to be used during a musical performance in a week. I've got the various animations that I'm going to be using made, but the audio and the action script are giving me some grief. Here are some questions:
1. I'm trying to make text, displayed a word at a time, sync up with the audio file. I found out how to expand the audio layer so that I can actually see the wave form, so then I adjust the frames to match up with it. It looks good, but then as I scroll through the time line, they don't look lined up anymore. What's going on?
2. For one of the animations I'm doing, the accompanying audio file is several minutes long. When I press enter to try and run it, it's a pain to have to go through all of that audio just to get to something at the end, but I've found that if I don't have a frame at or before the first frame of the audio selected when I hit enter, that the audio won't play with the video. Why not?
3. I thought that you could take a long audio file like the one in question 2 and split it by adding keyframes in it. I tried that and it seemed to work, except that the wave form image disappeared. That makes it incredibly hard for me to sync the text with the audio. How can I use key frames on my audio layer in a helpful instead of detrimental way?
4. Since this file is going to accompany a musical performance. I want some of the animations to loop until told to go forward and others to immediately go to the next animation. I have each animation saved as a symbol in the library. My plan was to put one symbol on each frame of timeline. A friend of my wrote the following action script to go with it:
stop();
var presentFrame:Number = 1;
stage.addEventListener(
KeyboardEvent.KEY_UP, go);
function go(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.RIGHT:
presentFrame += 1;
gotoAndStop(presentFrame);
break;
case Keyboard.LEFT:
if(presentFrame > 0)
{
presentFrame -=1;
gotoAndStop(presentFrame);
}
break;
}
}
We put it in a layer called actions. I understand it enough to see what's happening, but not enough to adjust the code. This code doesn't allow certain animations to immediately go to the next one. Is there a way I can adjust this code for that to work.
5. Last question. Using the above code. When I export as a.swf, if I press the key to advance to the next frame and thus the next animation, the audio from the previous animation keeps playing until it's complete instead of stopping immediately. Why is that and how can I fix it?
Thanks for any answers you might have.
1. I'm trying to make text, displayed a word at a time, sync up with the audio file. I found out how to expand the audio layer so that I can actually see the wave form, so then I adjust the frames to match up with it. It looks good, but then as I scroll through the time line, they don't look lined up anymore. What's going on?
2. For one of the animations I'm doing, the accompanying audio file is several minutes long. When I press enter to try and run it, it's a pain to have to go through all of that audio just to get to something at the end, but I've found that if I don't have a frame at or before the first frame of the audio selected when I hit enter, that the audio won't play with the video. Why not?
3. I thought that you could take a long audio file like the one in question 2 and split it by adding keyframes in it. I tried that and it seemed to work, except that the wave form image disappeared. That makes it incredibly hard for me to sync the text with the audio. How can I use key frames on my audio layer in a helpful instead of detrimental way?
4. Since this file is going to accompany a musical performance. I want some of the animations to loop until told to go forward and others to immediately go to the next animation. I have each animation saved as a symbol in the library. My plan was to put one symbol on each frame of timeline. A friend of my wrote the following action script to go with it:
stop();
var presentFrame:Number = 1;
stage.addEventListener(
KeyboardEvent.KEY_UP, go);
function go(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.RIGHT:
presentFrame += 1;
gotoAndStop(presentFrame);
break;
case Keyboard.LEFT:
if(presentFrame > 0)
{
presentFrame -=1;
gotoAndStop(presentFrame);
}
break;
}
}
We put it in a layer called actions. I understand it enough to see what's happening, but not enough to adjust the code. This code doesn't allow certain animations to immediately go to the next one. Is there a way I can adjust this code for that to work.
5. Last question. Using the above code. When I export as a.swf, if I press the key to advance to the next frame and thus the next animation, the audio from the previous animation keeps playing until it's complete instead of stopping immediately. Why is that and how can I fix it?
Thanks for any answers you might have.