This tutorial is explained in the Chinese version of FLASHMX. Flash MX directly supports the. wav and. mp3 files in the two most popular sound formats, and some other formats (which we can see in the File type Drop-down box in the Import window). Here we will talk about the application of audio in FLASHMX. First we open flashmx, like we're going to import a MP3 file, first click File/import ..., then the "Import" window pops up, the file type in the window selects *.mp3, and then all the existing MP3 music is available, and then you can choose the music you want, The last click Opens, so it is saved to the FLASHMX library. Generally we do MTV is using MP3, because the ratio of MP3 compression is high, sound the same sound, but the volume is much smaller than the WAV, while using some small pieces of dynamic music, both. Note that sometimes some MP3 files may not be imported normally, you can use the Audio Compression tool in the Super Jie Ba or some other audio processing tools to compress, generally can be imported. The imported sound file appears in the Sound Panel (the panel and flash5.0 are two, the panel is in the frame's property panel, so you have to select the frame before you can see it.) And then we can select it from the panel.
We are often confronted with the problem of too much file size. Then we need to do it to lose weight processing, so that the final animation is not too big. Figure: In Flashmx, the sound just imported uses the quality as shown:
Remove the hook in the diagram we can customize, remove the hook as shown.
There are also some defective sounds that can be patched by proper handling in FLASHMX. FLASHMX provides several methods for using sound. You can make the sound play independently of the timeline, or you can sync the animation and the track, or the sound is attached to the button to make the button more responsive, fade in, and sound more graceful. There are two types of sound in flashmx, event sound and streaming sound. Event sounds must wait for the sound file to be fully downloaded before it can begin playback, and it will play continuously until there is a clear stop command. Streaming Sound (Stream sounds) starts playing as soon as the data is downloaded from a few frames, and the playback of the sound is synchronized with the timeline that is played on the site. After we import the audio file, you can double-click the sound file in the library to bring up the Properties dialog box. You can choose to set the output properties of the audio footage by compressing the Drop-down list in the Output Settings column. The choice of audio output compression method has three kinds: default, ADPCM, MP3, Raw, voice. default compression options: When you export a movie, the default compression option uses the global compression settings in the Publish Settings dialog box. If you select default, no additional export settings are available. ADPCM Compression Options The "ADPCM" compression option is used to set compression settings for 8-bit or 16-bit sound data. Use the ADPCM setting when exporting short event sounds, such as clicking a button. MP3 Compression Options The MP3 compression option allows you to export sounds in MP3 compressed format. Use the MP3 option when exporting long audio streams such as music. Raw Raw compression options The original compression option does not compress the sound when it is exported. Speech compression Options The speech compression option exports sounds using a compression method that is particularly appropriate for speech. Note: Flash cannot increase the kHz ratio of imported sounds above the import rate.
Audio effects In the Effects Drop-down list selection box, you can select the playback effect of the audio reference, and there are 8 effects in the FLASHMX to choose from. Where "No" does not set any playback effects, "Custom" allows editing changes to the playback effect of the audio.
You can set the playback mode in the Sync bar with four choices: 1., regardless of the animation timeline, you must use a special command to stop the audio playback, or play to the "loop" settings until the number of playback. 2. "Start" is similar to "event", except that if the call command appears, but the audio is playing, it will not be played back. 3. "End" to terminate the audio playback. 4. "Flow type" to play in a streaming manner. At this point, the audio is fully synchronized with the animation frame playback, the animation frame ends or is terminated, and the audio terminates. |