Embedding Sound with Flash, Part II: Playing Variations: A Final Word - Doc JavaScript
Embedding Sound with Flash, Part II: Playing Variations
A Final Word
In this column we continued our first installment on FlashSound JavaScript API, Embedding Sound with Flash, Part I: The Basics. We focused in this column on different options to control sound tracks in Flash. Flash format is very rich in the number of different ways you can play multiple tracks. You can pile up tracks, you can forbid parallel playing, you stop before re-triggering, etc. We demonstrated these methods, and gave you some factors to weight when you come to choose your playing strategy. We also demonstrated looping and autostarting tracks. Finally, we explained how to extract the embedded object's ID, and how to use it to access non-API properties.
In this column you have learned:
- How to play multiple tracks
- How to play multiple instances
- How to smooth track transitions
- How to avoid amplification of looping tracks
- How to distinguish between event sync and start sync
- How to stop before re-triggering a sound
- How to stop multiple tracks
- How to loop a sound track
- How to autostart a sound track
- How to access non-API properties
You could download the Flash Player, the FlashSound JavaScript API, and the three SWF examples we use in this column: funkymusic, ring over, scale music, loop demo, and theme music. You could also find these files in one zipped file.
Next: How to use DOCJSLIB's principles
Produced by Yehuda Shiran and Tomer Shiran
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Created: April 23, 2001
Revised: April 23, 2001
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