Hi Frank,

Not sure why it's an issue for you, so I'm not sure what to suggest.

If you still want to test the length of the audio clip, use SoundObject to load it and then use SoundObject's onComplete method to tell you when the sound is done.

But the bigger question is, why is this a problem? As I mentioned, if the sound is musical, you'd almost certainly hear a change in pitch if the speed were off by one or two percent.

Marc

At 08:40 AM 12/29/2006, you wrote:
Thanx Marc,

I don't have a stopwatch...but I did use windows media player and when
I put a 'finish' text box on the 362nd frame, then it doesn't appear
until approximately 2 seconds after the audio has finished playing.

In one way it seems like a bug since the frame after the audio clip is
not being executed until 2 seconds later than it should.  But it
maybe, like you said, the audio clip is eating up so many resources
that Flash won't even show the 'finish' text box until 2 seconds after
it should.

It does fine with .avi video files though...it is just .wav and .mp3
files that are giving me troubles.


Any other suggestions?

thanx -
 Frank



On 12/28/06, Marc Hoffman <[EMAIL PROTECTED]> wrote:
 From your description, it's not clear if the trace output is 32
seconds or 28.1 seconds. But either way, if the sound were being
slowed down or sped up that much, you would likely hear a difference
in pitch (especially if it's music).

Try timing the audio with a stopwatch. I'm guessing it's the trace
call that's being delayed due to the sound processing, and that the
sound is being played correctly.

Marc Hoffman

At 12:30 PM 12/28/2006, you wrote:
>Hello all,
>
>When I play a 30 second audio file in Flash (.wav or .mp3), it is
>taking flash 32 seconds to run it.
>
>
>To test this, I've made it real simple and only used one layer (The
>frame rate for the audio is 12 fps).  The audio starts on the first
>frame and lasts until the 361st (30 seconds x 12 fps + 1) frame.  I've
>added this code to these frames:
>
>var tmp = new Date();
>trace("start time: " + tmp.getSeconds());
>
>On the 362nd frame (immediately after the audio has played) I have
>another key frame with this code:
>
>var tmp = new Date();
>trace("end time: " + tmp.getSeconds());
>
>
>That's it.  I just output the time when the movie starts and when it
>stops.  When I only use 338 frames (instead of 361), then the whole
>clips pays fine and lasts 30 seconds.
>
>
>Why is a 30 second clip (running at 12 fps) only taking 28.1 seconds to play?
>
>Thank you -
>  Frank
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