Its That Time Again Sound Effect Mp3
Adobe Animate offers several ways to use audio. Brand sounds that play continuously, contained of the Timeline, or use the Timeline to synchronize animation to a sound track. Add sounds to buttons to make them more interactive, and make sounds fade in and out for a more polished sound rails.
There are two types of sounds in Animate: event sounds and stream sounds. An issue sound must download completely before it begins playing, and information technology continues playing until explicitly stopped. Stream sounds begin playing as soon as enough information for the first few frames has been downloaded; stream sounds are synchronized to the Timeline for playing on a website.
If you lot are creating Breathing content for mobile devices, Breathing also lets you include device sounds in your published SWF file. Device sounds are encoded in the device'due south natively supported audio format, such as MIDI, MFi, or SMAF.
Yous tin utilize shared libraries to link a sound to multiple documents. Yous can also apply the ActionScript® two.0 onSoundComplete outcome or ActionScript® 3.0 soundComplete issue to trigger an outcome based on the completion of a sound.
Y'all tin can load sounds and control sound playback using prewritten behaviors or media components; the latter also provide a controller for end, pause, rewind, and so on. Y'all can likewise employ ActionScript 2.0 or three.0 to load sounds dynamically.
For more information, run across attachSound (Sound.attachSound method) and loadSound (Audio.loadSound method)in ActionScript ii.0 Language Reference or Sound class in ActionScript 3.0 Language and Components Reference.
Note:
ActionScript ii.0 and ActionScript 1.0 are not supported with Animate.
You place audio files into Animate past importing them into the library or directly importing them to phase.
The File > Import > Import to Library bill of fare option places the sound only in the library, and non on the timeline.
When you import an audio file using File > Import > Import to Stage card option or by dragging and dropping the audio file directly to the timeline, the sound volition be placed on agile frame of the active layer. If yous drag and drop multiple audio files, only one sound file volition be imported because 1 frame can comprise only one sound.
To import audio, use i of the following methods:
- To import an audio file to library, select File > Import > Import To Library and select the sound file that you lot want to import.
- To import an audio file to stage, select File > Import > Import To Phase and select the audio file that yous desire to import.
- Drag-and-drop the audio file directly to the stage.
Note:
Y'all can also drag a sound from a common library into the library for the current document.
Animate stores sounds in the library along with bitmaps and symbols. Yous demand merely one re-create of a sound file to utilise that sound multiple ways in your document.
If you want to share sounds among Breathing documents, you can include the sounds in shared libraries.
Sounds can use large amounts of disk infinite and RAM. However, mp3 sound information is compressed and smaller than WAV or AIFF audio data. By and large, when using WAV or AIFF files, it's best to apply 16-22 kHz mono sounds (stereo uses twice as much information as mono), but Animate tin import either 8- or xvi-chip sounds at sample rates of 11, 22, or 44 kHz. Sounds recorded in formats that are not multiples of 11 kHz (such equally 8, 32, or 96 kHz) are resampled when imported into Animate. Animate can convert sounds to lower sample rates on export.
If you lot want to add furnishings to sounds in Animate , it'south best to import 16-bit sounds. If you lot take express RAM, keep your sound clips short or work with eight-chip sounds instead of 16‑bit sounds.
Note:
To import or play sounds in Breathing, pre-installing QuickTime or iTunes is not needed.
You can import the following sound file formats into Animate:
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Adobe Sound (.asnd). This is the native sound format of Adobe® Soundbooth™.
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Wave (.wav)
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AIFF (.aif, .aifc)
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mp3
You lot tin can import these additional sound file formats:
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Sound Designer® II (.sd2)
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Dominicus AU (.au, .snd)
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FLAC (.flac)
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Ogg Vorbis (.ogg, .oga)
Note:
- The ASND format is a non-destructive audio file format, native to Adobe Soundbooth. ASND files can incorporate sound data with effects that tin can exist modified later, Soundbooth multitrack sessions, and snapshots that allow you to revert to a previous state of the ASND file.
- WebGL and HTML5 Canvas doctypes back up merely MP3 and WAV formats.
You can import audio directly from your reckoner over to the Timeline past using any of the following methods:
- Select File > Import > Import to Stage and select the audio file that you want to import.
- Drag and drop the audio file to the phase/timeline.
Note that yous can only add i audio file at a fourth dimension. Dragging and dropping multipe audio files will import merely i audio file to the timeline.
Yous can add together a sound to a certificate using the library, or you lot can load a audio into a SWF file during runtime, using the loadSound method of the Sound object. For more data, encounter Sound Class in the ActionScript 3.0 Reference.
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Import the sound into the library if it has not already been imported.
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Select Insert > Timeline > Layer.
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With the new sound layer selected, drag the sound from the Library panel onto the Phase. The sound is added to the current layer.
You can place multiple sounds on one layer or on layers containing other objects. Nonetheless, it is recommended that each audio 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.
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In the Timeline, select the beginning frame that contains the sound file.
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Select Window > Backdrop, and click the arrow in the upper-right corner to expand the Property inspector.
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In the Property inspector, select the sound file from the Sound popular-up carte.
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Select an effect option from the Effects pop-up menu:
None
Applies no furnishings to the audio file. Select this option to remove previously applied effects.
Left Channel/Right Channel
Plays sound in the left or correct channel merely.
Fade Left To Right/Fade Right To Left
Shifts the sound from i channel to the other.
Fade In
Gradually increases the book of a audio over its duration.
Fade Out
Gradually decreases the book of a sound over its duration.
Custom
Lets you create custom in and out points of sound using the Edit Envelope.
Note:
Effects are not supported on WebGL and HTML5 Canvas documents.
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Select a synchronization pick from the Sync popular-up carte:
Event
Synchronizes the audio to the occurrence of an outcome. An consequence sound plays when its starting keyframe get-go appears and the plays in its entirety, independently of the playhead in the Timeline, even if the SWF file stops playing. Upshot sounds are mixed when yous play your published SWF file.
If an event sound is playing and the sound is instantiated again (for case, by the user clicking a button again, or the playhead passing the starting keyframe of the sound), the starting time instance of the sound continues to play and some other example of the same sound begins to play simultaneously. Proceed this in mind when using longer sounds, as they tin can potentially overlap, causing unintended audio effects.
Start
The same equally Result, except that if the audio is already playing, no new instance of the audio plays.
Finish
Silences the specified sound.
Stream
Synchronizes the sound for playing on a website. Animate forces animation to keep pace with stream sounds. If Animate can't describe blitheness frames quickly plenty, it skips frames. Unlike event sounds, stream sounds stop if the SWF file stops playing. Besides, a stream sound tin never play longer than the length of the frames it occupies. Stream sounds are mixed when yous publish your SWF file.
An example of a stream sound is the voice of a character in an animation that plays in multiple frames.
Animate remembers the sound sync options in property inspector. If a sound is selected from the "Sound" section of the Properties Inspector, and so on trying to ready another sound on a new keyframe from the Backdrop Inspector, Breathing remembers the sync options "Stream" or "Event" of the previous sound.
Note:
If you lot utilise an mp3 sound equally a stream sound, you must recompress the sound for export. You tin can consign the sound equally an mp3 file, with the same compression settings that it had on import.
Stream setting is not supported in WebGL documents.
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Enter a value for Repeat to specify the number of times the audio should loop, or select Loop to repeat the sound continuously.
For continuous play, enter a number large enough to play the sound for an extended duration. For example, to loop a 15-second audio for 15 minutes, enter threescore. Looping stream sounds is not recommended. If a stream audio is set up to loop, frames are added to the file and the file size is increased by the number of times the sound is looped.
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To test the sound, drag the playhead over the frames containing the sound or utilise commands in the Controller or the Control menu.
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In the Timeline layer containing the audio, select a frame that also contains the sound.
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In the Property inspector, go to the Sound section and select None from the Proper noun carte du jour.
Animate deletes the sound from the Timeline layer.
You can associate sounds with the dissimilar states of a button symbol. Because the sounds are stored with the symbol, they piece of work for all instances of the symbol.
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Select the button in the Library panel.
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Select Edit from the Panel bill of fare in the upper-correct corner of the console.
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In the button's Timeline, add a layer for sound (Insert > Timeline > Layer).
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In the sound layer, create a regular or blank keyframe to correspond with the push button country to which you lot want to add a audio.
ClickInsert > Timeline > Keyframe or Insert > Timeline > Blank Keyframe.
For example, to add a sound that plays when you click the push button, create a keyframe in the frame labeled Downwardly.
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Click the keyframe you created.
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Select Window > Properties.
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In the Property inspector, select a sound file from the Sound pop-up card.
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Select Outcome from the Sync pop-up menu.
To associate a different sound with each of the button's keyframes, create a blank keyframe and add another audio file for each keyframe. You lot can too use the same sound file and utilise a different audio outcome for each push keyframe.
To synchronize a sound with animation, you start and cease the sound at keyframes.
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Add a sound to the Timeline in its ain layer (encounter above for instructions).
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To synchronize this sound with an event in the scene, create a outset keyframe for the sound that corresponds to the keyframe of the event in the scene that yous want to trigger the sound. Yous can select any of the synchronization options described above (encounter Add a sound to the Timeline).
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Create a keyframe in the sound layer's Timeline at the frame where you want the audio to end. A representation of the audio file appears in the Timeline.
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Select Window > Properties, and click the arrow in the upper-right corner to expand the Holding inspector.
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In the Belongings inspector, select the aforementioned sound from the Audio pop-upward menu.
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All the same in the Property inspector, select Cease from the Sync pop-up carte.
When you lot play the SWF file, the sound stops playing when information technology reaches the ending keyframe.
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To play dorsum the sound, elevate the playhead in the Timeline.
In Animate, you can define the starting signal of a audio or control the volume of the sound equally it plays. You can also change the signal at which a sound starts and stops playing. This is useful for making sound files smaller by removing unused sections.
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Add a sound to a frame, or select a frame that already contains a sound.
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Select Window > Backdrop.
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Click the Edit button on the right side of the Holding inspector.
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To change the start and cease points of a audio, drag the Time In and Time Out controls in the Edit Envelope.
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To change the audio envelope, drag the envelope handles to modify levels at different points in the sound. Envelope lines show the book of the sound every bit it plays. To create additional envelope handles (up to 8 total), click the envelope lines. To remove an envelope handle, drag it out of the window.
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To display more or less of the audio in the window, click the Zoom In or Out buttons.
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To switch the time units betwixt seconds and frames, click the Seconds and Frames buttons.
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To hear the edited sound, click the Play button.
If you have Adobe Soundbooth installed, you can apply Soundbooth to edit sounds you lot have imported into your Animate file. After making changes in Soundbooth, when you salvage the file and overwrite the original, the changes are automatically reflected in the Breathing file.
If y'all change the filename or format of the audio after editing it, you will need to re-import it into Animate.
Annotation:
Soundbooth is available simply on Windows computers and Intel®-based Macintoshes.
To edit an imported sound in Soundbooth:
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Correct-click (Windows) or Ctrl-click (Macintosh) the sound in the Library panel.
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Choose Edit in Soundbooth from the context menu. The file opens in Soundbooth.
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Edit the file in Soundbooth.
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After completing the changes, save the file. To relieve the changes in a non-destructive format, choose the ASND format. If you salvage the file in a different format from the original, you will need to re-import the audio file into Animate.
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Return to Animate to come across the edited version of the sound file in the Library panel.
Note:
You cannot edit sounds from the Sounds library (Window > Common Libraries > Sounds) with the Edit in Soundbooth control. To edit these sounds in Soundbooth, open Soundbooth and select the sound from the Resource Central panel. Edit the sound and so import information technology into Animate.
You can split the stream audio embedded on the timeline using the Carve up Sound context menu. Divide Audio enables you to pause the audio when information technology is necessary and then resume the audio playback from where it was stopped at a later frame on the timeline. Y'all can cull to dissever streamed sound into multiple parts by retaining its effects.
To split up an sound clip on your timeline and retain its furnishings:
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Select File > Import > Import to library.
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Select the audio clip and import it to library.
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Create a new layer on your timeline and add together the audio clip to the layer.
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Under Properties > Sound, select the Upshot.
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Select the Sync type as Stream.
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Right-click on the frame at which y'all want to split the audio and click Divide Sound.
Note:
Audio effects are retained fifty-fifty if the audio is moved or changed to a different timespan or frame bridge.
Audio looping means repeating a small department of sound continuously over a number of frames on your timeline. With the "loop" option turned on in the timeline, you lot tin loop streaming audio within a range of frames along with other animations.
To create a loop, just turn on the loop selection on your timeline as follows:
Adobe® Flash® Lite supports 2 types of sound: standard Animate sounds, like those used in Animate desktop applications, and device sounds. Wink Low-cal 1.0 supports device sounds only; Flash Lite one.1 and 2.x support both standard sounds and device sounds.
Device sounds are stored in the published SWF file in their native audio format (such every bit MIDI or MFi); during playback, Flash Lite passes the sound information to the device, which decodes and plays the sound. Because you can't import near device audio formats into Animate, you lot instead import a proxy audio in a supported format (such every bit mp3 or AIFF) that is replaced with an external device sound that you specify.
You lot can use device sounds only as result sounds—you can't synchronize device sounds with the Timeline as you can with standard sounds.
Wink Lite one.0 and Flash Lite ane.1 do non support the following features available in the desktop version of Flash® Thespian:
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The ActionScript Sound object
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Loading of external mp3 files
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The Speech Sound Compression option
For more data, see "Working with Audio, Video, and Images" in Developing Flash Low-cal 2.ten Applications or "Working with Audio" in Developing Flash Lite i.x Applications.
Source: https://helpx.adobe.com/animate/using/using-sounds.html
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