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Flash Interactive Sound Design Part 1: The "Timeline Approach"
by Hayden Porter

Note: This page is Flash sonified for Windows IE and Windows and Mac Netscape. You will need the Flash Player to hear it  

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Summing up

In this tutorial we learned that event/start sounds play independently of the flash playhead and consequently cannot be stopped by the stop action. They can only be stopped by a stop sync sound command. The stop sync sound command is not like an action because it only exists on a timeline. In order to stop a sound we must move the playhead to the frame containing the stop sync sound command. This is the essence of the "timeline approach" to interactive sound for flash. Use the gotoAndPlay action to move the playhead to a frame containing a sound to start the sound playing. Move the playhead to a frame containing a corresponding stop sync sound command to stop the sound from playing.

Each timeline contains one sound or one multi-sound mix. Refer to each sound by the instance name of the timeline and control playback of a sound by moving the playhead to a section of the timeline relating to the sound's playstate, either "start" or "stop". Use the tellTarget action to specify which sound/timeline to play and use the gotoAndPlay action to play or stop the sound. For javascript, use the TGotoAndPlay( ) method to both select the sound/timeline and to play/stop the sound.

In part 2 we will investigate the playback behaviors of the 4 sync settings in flash and the impact these behaviors have on interactivity.

Tutorial Navigation:
Introduction
The "timeline approach" in Conception
Create an Interactive Sound fla
Use Actionscript to Control a "Sound Only" Timeline
Use the FlashSound Javascript API to Control a "Sound Only" Timeline
Summing it Up

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