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Subject: | Re: Questions on Sound (was synchronize voiceover with graphics) |
From: | John Croteau |
Date: | Wed, 22 Jul 1998 04:45:45 +0100 |
Hi Changhsu, David, Stumpy and all,
John wrote:
> > > When you lay down audio in Flash you will see how long the a sound
> > >bite is on the timeline, so you can easily plan your graphics and where
> > >to begin or trigger the next sequence.
My statements above were make in response to Changhsu's question about
syncing a voiceover with graphics. In this case there is no sound
looping and as long as you don't need tight timing inside each segment,
then there is no problem using Flash. I would suggest using a
Wait-for-frame check for each segment to improve performance, help
eliminate stuttering of sound and allow good sync between sound and
graphics.
Music is more difficult if you need to keep it in sync with graphics or
animations. The proper use of Wait-for-Frames eliminates the speed of
the Web from the equation, but you are still left with processor speed
variations which will effect how good the timing will be. Looping sound
inside the Sound Edit console pretty much eliminates any sound to
timeline synching past the first loop since the second loop starts
immediately after the first loop ends regardless of where the animation
is at, it doesn't even necessarily line up with the start of a new
frame. To maintain sound sync to animation, you must set looping in the
Sound console to none and loop using the timeline. For good sound, when
using the timeline to loop, fade the sound and leave a little slack. A
small sound pause is normally preferable to a glitch. It is very
important to be sure that the sound and graphics have been downloaded
before they are needed. Looping music in the Sound Console should
normally be reserved for background music where there is no need to sync
sound.
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Replies
Good 3D App to create images for Flash, Les Mizzell
Re: Question on Sound, stumpy
Re: Question on Sound, David Gary
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