Oppening Sound
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Oppening Sound
When appears the game title with the cloak sound, how can I change it with one that I already have in the library?
Re: Oppening Sound
Well, you search for it... It's in one of the preloader frames, that's for sure...
Re: Oppening Sound
preloader: layer 18, frame 10 wrote: soundbeep = new Sound(this);
soundbeep.attachSound("musicintro");
cloaksound = new Sound(this);
cloaksound.attachSound("cloak");
soundbeep.start(0, 999);
here!
me naam is m- Commander
- Number of posts : 9981
Registration date : 2007-12-26
Re: Oppening Sound
good! Now darkwing, how can I change that, without influencing the cloaking device sound?
Re: Oppening Sound
nope, add a sound (the one you want) name it, say... fruit, and change
tocloaksound.attachSound("cloak");
cloaksound.attachSound("fruit");
me naam is m- Commander
- Number of posts : 9981
Registration date : 2007-12-26
Re: Oppening Sound
busy with it, actually.
EDIT: oops... wrong, sorry.
EDIT: oops... wrong, sorry.
me naam is m- Commander
- Number of posts : 9981
Registration date : 2007-12-26
Re: Oppening Sound
(oh noes! doublepost!) actually, you should still do that, but in preloader layer 16 frame 16 you should change
EDIT: oops... now I've got no sound at all... doesn't work either!
intostopAllSounds();
cloaksound.start();
stopAllSounds();
fruitsound.start();
EDIT: oops... now I've got no sound at all... doesn't work either!
me naam is m- Commander
- Number of posts : 9981
Registration date : 2007-12-26
Re: Oppening Sound
this is what you need:
using fruit as the example:
fruit = new Sound();
fruit.attachSound("Linkage name of sound");
fruit.start;
using fruit as the example:
fruit = new Sound();
fruit.attachSound("Linkage name of sound");
fruit.start;
Re: Oppening Sound
At the Linkage name, should I write sound-kawoosh (as it is named in the library)? Or just Kawoosh?
EDIT: I did it, but I needed to sacrifice the wormhole sound, for this to work.
EDIT: I did it, but I needed to sacrifice the wormhole sound, for this to work.
Re: Oppening Sound
Darkwing wrote:fruit = new Sound();
fruit.attachSound("Linkage name of sound");
fruit.start;
tried that... didn't work...
(I used the enterwarp in the experiment, other sounds... didn't work. or should I add 'sound-' in front of it?)
me naam is m- Commander
- Number of posts : 9981
Registration date : 2007-12-26
Re: Oppening Sound
OK, here's your tut:
http://www.fileden.com/files/2008/7/30/2026414/sound_tut_files.zip
Creating sound objects using Actionscript
Intro:
This will be a fairly simple tutorial, that will let you create your own sound objects in flash. Sound objects allow far more versatility and control with sound, than importing it into the timeline. So let's begin!
Step 1.
Download the files that come with this tutorial.
Open up Flash. I am using Flash 8, but the code and everything should work for Flash MX or later.
Open up your library (F11).
Go to File>Import>Import to Library (Or CTRL F7)
Find the file imperial_march.mp3 (included in your download)
It should now be stored in your library
Save your project. I called it sound_march.fla
Step 2.
Open up your actions panel (F9)
In your library, right click on imperial_march.mp3 and choose Linkage.
Click Export for Actionscript.
Click OK.
Now, on frame 1 of layer 1, in the actions panel, type the following code:
music = new Sound();
music.attachSound("imperial_march");
music.start();
stop();
Test your movie. You should now be listening to the imperial march from Star Wars.
Step 3.
So what does it all mean? Well, it's all pretty simple, here:
music = new Sound();
This means that you have created a new sound object, with music as the name of the object. You can use whatever variable name you like, as long as you are consistant, I just chose music as it was appropriate.
music.attachSound("imperial_march");
this means that you are loading the sound object music, on frame 1 of layer 1 (you can do this on any frame or layer that you like). The sound you are attaching, is a specific one from your library, using its linkage name, which in this case was imperial_march.
music.start();
Finally, you are actually playing the sound object music in this frame.
http://www.fileden.com/files/2008/7/30/2026414/sound_tut_files.zip
Creating sound objects using Actionscript
Intro:
This will be a fairly simple tutorial, that will let you create your own sound objects in flash. Sound objects allow far more versatility and control with sound, than importing it into the timeline. So let's begin!
Step 1.
Download the files that come with this tutorial.
Open up Flash. I am using Flash 8, but the code and everything should work for Flash MX or later.
Open up your library (F11).
Go to File>Import>Import to Library (Or CTRL F7)
Find the file imperial_march.mp3 (included in your download)
It should now be stored in your library
Save your project. I called it sound_march.fla
Step 2.
Open up your actions panel (F9)
In your library, right click on imperial_march.mp3 and choose Linkage.
Click Export for Actionscript.
Click OK.
Now, on frame 1 of layer 1, in the actions panel, type the following code:
music = new Sound();
music.attachSound("imperial_march");
music.start();
stop();
Test your movie. You should now be listening to the imperial march from Star Wars.
Step 3.
So what does it all mean? Well, it's all pretty simple, here:
music = new Sound();
This means that you have created a new sound object, with music as the name of the object. You can use whatever variable name you like, as long as you are consistant, I just chose music as it was appropriate.
music.attachSound("imperial_march");
this means that you are loading the sound object music, on frame 1 of layer 1 (you can do this on any frame or layer that you like). The sound you are attaching, is a specific one from your library, using its linkage name, which in this case was imperial_march.
music.start();
Finally, you are actually playing the sound object music in this frame.
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