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MACROMEDIA FLASH 8-USING FLASH - Page 314

MACROMEDIA FLASH 8-USING FLASH
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314 Working with Sound
To add a sound to a document:
1. Import the sound into the library if it has not already been imported. For more
information, see “Importing sounds” on page 312.
2. Select Insert > Timeline > Layer to create a layer for the sound.
3. With the new sound layer selected, drag the sound from the Library panel onto the Stage.
The sound is added to the current layer.
You can place multiple sounds on one layer or on layers containing other objects.
However, it is recommended that each sound be placed on a separate layer. Each layer acts
as a separate sound channel. The sounds on all layers are combined when you play the
SWF file.
4. In the Timeline, select the first frame that contains the sound file.
5. Select Window > Properties and click the arrow in the lower right corner to expand the
Property inspector.
6. In the Property inspector, select the sound file from the Sound pop-up menu.
7. Select an effect option from the Effects pop-up menu:
None applies no effects to the sound file. Select this option to remove previously
applied effects.
Left Channel/Right Channel plays sound in the left or right channel only.
Fade Left to Right/Fade Right to Left shifts the sound from one channel to the other.
Fade In gradually increases the volume of a sound over its duration.
Fade Out gradually decreases the volume of a sound over its duration.
Custom lets you create custom in and out points of sound using the Edit Envelope. For
more information, see “Using the sound-editing controls” on page 317.
8. Select a synchronization option from the Sync pop-up menu:
Event synchronizes the sound to the occurrence of an event. An event sound plays when
its starting keyframe first appears and plays in its entirety, independently of the Timeline,
even if the SWF file stops playing. Event sounds are mixed when you play your published
SWF file.
An example of an event sound is a sound that plays when a user clicks a button. If an event
sound is playing and the sound is instantiated again (for example, by the user clicking the
button again), the first instance of the sound continues to play and another instance
begins to play simultaneously.
NOTE
If you are placing the sound on a frame other than Frame 1 in the main Timeline,
select the Stop option.

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