You can add a sound to a document using the
library, or you can load a sound into a SWF file during runtime,
using the loadSound method of the Sound object. For
more information, see loadSound (Sound.loadSound method) in
the ActionScript 2.0 Language Reference or Sound
Class in the ActionScript 3.0 Language and Components
Reference.
Import the sound into the library if it has not
already been imported.
Select Insert > Timeline > Layer.
With the new sound layer selected, drag the sound from
the Library panel onto the Stage. The sound is added to the current
layer.
You can place multiple sounds on one layer or on layers
containing other objects. However, it is recommended that each sound
be placed on a separate layer. Each layer acts as a separate sound
channel. The sounds on all layers are combined when you play the
SWF file.
In the Timeline, select the first frame that contains
the sound file.
Select
Window > Properties > Properties, and click
the arrow in the lower-right corner to expand the Property inspector.
In
the Property inspector, select the sound file from the Sound pop-up
menu.
Select
an effect option from the Effects pop-up menu:
None
Applies no effects to the sound file. Select this option
to remove previously applied effects.
Left Channel/Right Channel
Plays sound in the left
or right channel only.
Fade Left To Right/Fade Right To Left
Shifts the sound from one channel to the other.
Fade In
Gradually
increases the volume of a sound over its duration.
Fade Out
Gradually decreases the volume of a sound over its duration.
Custom
Lets
you create custom in and out points of sound using the Edit Envelope.
Select a synchronization option
from the Sync pop-up menu:
Note: If you are placing the sound on a frame other than Frame
1 in the main Timeline, select the Stop option.
Event
Synchronizes the sound to the
occurrence of an event. An event sound, such as a sound that plays
when a user clicks a button, plays when its starting keyframe first
appears and plays in its entirety, independently of the Timeline, even
if the SWF file stops playing. Event sounds are mixed when you play
your published SWF file. If an event sound is playing and the sound
is instantiated again (for example, by the user clicking the button
again), the first instance of the sound continues to play and another
instance begins to play simultaneously.
Start
The same as Event, except that
if the sound is already playing, no new instance of the sound plays.
Stop
Silences the specified sound.
Stream
Synchronizes the sound for playing
on a website. Flash forces animation
to keep pace with stream sounds. If Flash can’t draw
animation frames quickly enough, it skips frames. Unlike event sounds, stream
sounds stop if the SWF file stops playing. Also, a stream sound
can never play longer than the length of the frames it occupies.
Stream sounds are mixed when you publish your SWF file.
An
example of a stream sound is the voice of a character in an animation
that plays in multiple frames.
Note: If you use an mp3 sound
as a stream sound, you must recompress the sound for export. You
can export the sound as an mp3 file, with the same compression settings that
it had on import.
Enter a value
for Repeat to specify the number of times the sound should loop, or
select Loop to repeat the sound continuously.
For continuous play, enter a number large enough to play
the sound for an extended duration. For example, to loop a 15-second
sound for 15 minutes, enter 60. Looping stream sounds is not recommended.
If a stream sound is set to loop, frames are added to the file and
the file size is increased by the number of times the sound is looped.
To test the sound, drag the playhead over the frames
containing the sound or use commands in the Controller or the Control
menu.
Comments
Comments are no longer accepted for Flash CS3. Flash CS4 is the current version. To
discuss Flash CS3, please use the Adobe forum.
Comments
Comments are no longer accepted for Flash CS3. Flash CS4 is the current version. To discuss Flash CS3, please use the Adobe forum.