Unit 6. Working with Sounds (II)


Inserting a Sound

Now we already know how to import sound, what options we can modify and what for is used each of them. Let's see the most important one: how to insert them in our movie.

Let's suppose that we want to insert a sound in an specified frame, in such a way that when the Flash movie comes to this frame the sound starts. To play a sound when arriving to a frame, we have to select the frame in which we want the sound to start. We'll open the Properties Panel and import the sound that we want in a way described in the previous item. Another way which is further quick, would consist in selecting this sound in the Library and drag it to the frame in which we want the sound to start (to the Stage, not to the Timeline).

Flash represents the sounds inserted in Frames

In this way we insert a sound.

By default Flash realizes that you want to play the sound totally (if not why to insert the entire sound). So Flash will play the sound all the times as you indicate in Repeat *** and the sound will sound through the frame, which comprises it, is not executed in this moment.

If we would like that the sound stops when entering other frame, we can do this in two different ways, both combining the options that are offered by the Sound Panel .

In this animation, you'll see how:

Editing Sounds

 

Flash was not created as a sounds publisher; hence, its power in this field is limited. Still, the easy applicable typical effects are sufficient for any animation that we want to make. We have these effects:

Left Channel : The sound will be heard only just from the left loudspeaker.

Right Channel : The sound will be heard only just from the right loudspeaker.

Fading from left to right : The sound is reproduced initially in the left loudspeaker to pass afterward to the right.

Fading from right to left : The sound is reproduced initially in the right loudspeaker to pass afterward to the left.

Fade In: The volume of our sound increases progressively.

Fade Out: The volume of our sound decreases progressively.

Custom This option allows us "to edit" the sound in a quick and easy way. From this editor we can decide what volume will have our sound and in what loudspeaker. We can create more complex effects by our means.

This is the appearance of the Personalize Sound Panel. The top represents the left channel and the bottom, the right channel. There is a Timeline between the two parts that indicates the time of sound passed at each point.

The gray lines represent the volume of the sound and by clicking on them we can configure this volume.

In the example, the left channel is played normally (since the volume is maximum), but the right channel starts in silence, to reach bit by bit the normal volume (this effect will be equivalent to a Progressive Increase in the right channel).



   
   
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November-2005.