Re: [Flashcoders] Flash adds seconds to audio clip

2007-01-10 Thread Frank Dewey

Thanx James,

I've been too busy to devote a lot of undivided time on this
matter...I'm still new at incorporating flash and media.  Could you
explain the Sync method and how to set it to Event or Stream?

- Frank


On 1/3/07, JOR [EMAIL PROTECTED] wrote:

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



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Re: [Flashcoders] Flash adds seconds to audio clip

2007-01-03 Thread JOR
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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Re: [Flashcoders] Flash adds seconds to audio clip

2006-12-29 Thread Frank Dewey

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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Re: [Flashcoders] Flash adds seconds to audio clip

2006-12-29 Thread Marc Hoffman

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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[Flashcoders] Flash adds seconds to audio clip

2006-12-28 Thread Frank Dewey

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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Re: [Flashcoders] Flash adds seconds to audio clip

2006-12-28 Thread Marc Hoffman
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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