If I understood your question correctly, it sounds like you've attached
a sound to a keyframe. The sound plays and when it reaches a certain
frame you're expecting the sound to have finished because (12fps * sound
length) is your expected ending frame.
If you are using a Sync method of "Event", this almost certainly will
not be the case and results will vary from machine to machine the SWF is
played on because the sound and timeline are independent from each
other. The longer the audio, the larger the discrepancy.
If you choose "Stream" as the Sync method, it will marry the sound to
the timeline and you can guarantee that your expected frame will hit at
the right time.
James O'Reilly — Consultant
Adobe Certified Flash Expert
http://www.jamesor.com
Design • Code • Train
Frank Dewey 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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