You can add them to buttons and movie clips and reference them to control the start and stop of the sound. Predictably, you don’t have to add sounds to the Main Timeline. Looping keeps file size down, while still allowing to span a sound through the entire length of an animation. You can select Repeat to loop the sound a specified number of times, or Loop to loop the sound continuously. The menu next to the Sync menu lets you set a repeat value. Stream keeps the sound in sync with the animation, with the length of the sound determined by the number of frames in the animation. Use this option when you want the sound to wait for an event, such as a button click, before playing. Selecting Stop is similar to adding a stop() action to an object-it prevents the sound from automatically playing when the movie loads.
Selecting Start causes the sound to begin playing when the movie loads. For this reason, it’s often better to use the Start sync option for sounds that span a number of frames. If the animation loops back to the beginning while the sound is still playing, the sound will begin playing again-on top of the previous instance. If necessary, the movie will pause at the sound’s start frame (the Event frame) to load the sound. This can create some problems with large sounds. If the sound is longer than the Timeline, it continues to play, even after the playhead has looped back to the beginning of the Timeline. Practically speaking, the default action is for the sound to begin playing when the Timeline enters that frame, and to continue playing independently of the Timeline. Event, the default, synchronizes the sound with an event. The option you choose applies to the currently selected frame-so different frames can use different sync options, depending on how you want the sound to play at a given point in the Timeline. Use the scrollbar at the bottom of the dialog to scroll to the end of the sound, where you’ll find the Time out handle, used to adjust when the sound stops.Īt the bottom of the Property Inspector, use the Sync menus to synchronize the sound with your movie. This is the Time in handle-you can drag it adjust when the sound starts. On the left side of the Time bar in the screenshot above, you can see a handle. The ruler between the two pane is actually a Time bar that displays when the sound enters and leaves in either frames or seconds. You can also add an Envelope Handle by clicking anywhere on the line that joins the existing handles. Click and drag the Envelope Handles-the white squares-to adjust amplitude. The top panel displays the left channel, the bottom panel, the right. The Edit Envelope dialog lets you manually adjust how a selected effect is applied to the sound. If you click the Effect menu, you can see a list of effects you can apply to the sound:Ĭlick the Edit button to edit the sound envelope: The sound is displayed in the Sound menu for that frame. The Property Inspector is displaying the properties of the selected frame.
Open the Property Inspector to take a look at the properties: Rather, the sound waves appear on the sounds layer in the Timeline: The sound won’t appear as an object on the Stage.
Notice that the library thumbnail shows the sound waves: