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A
Very
Merry Christmas!


<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/11437470?noj=FRM11437470-23DN" width="1" height="1"></div>

This is resource Q02526L, a Archived Thread.
Discovered:19/10 -2012 08:40:10

Ended:19/10 -2012 18:56:48

Checked:22/10 -2012 18:51:55

Original location: http://boards.4chan.org/f/res/1788292
Recognized format: Yes, thread post count is 13.
Discovered flash files: 1





File: link high five 8bit tune.swf-(411 KB, Loop)
[_] ANIMATING HELP Anonymous 10/19/12(Fri)00:51 No.1788292

  hey, im trying to add dialogue to an animation but when i bring the audio file in, it makes it
  one frame, how d i get it to add the appropriate amount of frames?

>> [_] Anonymous 10/19/12(Fri)01:08 No.1788309

  Yes

>> [_] Anonymous 10/19/12(Fri)01:27 No.1788317

  1. What is the song?
  2. There is a gap of silence before the audio restarts.

>> [_] Anonymous 10/19/12(Fri)01:29 No.1788318

  The music is something from Wind Waker. Outset Island, I think.

>> [_] Anonymous 10/19/12(Fri)01:32 No.1788321

  ANYONE GOT THE XM FILE

  it sounds like it was edited beyond a tracker though...

  anyway requesting audio source,

  don't want to rip it from the flash unless i have to...

>> [_] Anonymous 10/19/12(Fri)01:34 No.1788322

  can you provide a screencap of what you get when importing the audio file?

>> [_] Anonymous 10/19/12(Fri)01:37 No.1788323

  >>1788322
  its just a keyframe with a very squished down audio thing,

>> [_] Anonymous 10/19/12(Fri)01:43 No.1788324

  Make a new layer just for that sound, then on the timeline keep making more frames (not
  keyframes) by pressing F5. If you go out a couple hundred frames and extend the frames there, it
  should let you see the audio.

  At least I think F5 is the right shortcut...

>> [_] Anonymous 10/19/12(Fri)01:48 No.1788327

  >>1788324
  i know how to do that, im just saying i want it to add the right amount of frames i need so i
  know how many frames it will be, it just takes too long to add frames that way, especially for an
  8 minute video

>> [_] Anonymous 10/19/12(Fri)03:13 No.1788366

  saved. We should just have a day of "Post flashes that you made" at some point

>> [_] Anonymous 10/19/12(Fri)03:24 No.1788370

  >>1788327

  Don't do it one frame at a time then, skip ahead a few hundred before you F5.

  Or you know, math it up with length/fps.

  >>1788366
  OC on /f/? gtfo

>> [_] Anonymous 10/19/12(Fri)06:13 No.1788424

  >>1788327
  You could just calculate it yourself, it'll be faster than trail and error.
  Just multiply the amout of seconds your audio has with the fps and you know how many keyframes
  it'll be.

>> [_] Anonymous 10/19/12(Fri)11:39 No.1788510

  >>1788370
  this, and
  >>1788424
  this.

  Use a REAL audio editor with a high resolution timeline (and cutter) to get a precise loop and
  time for it. Then go all mathematical to get the exact framerate and frame count for your anim.
  Fire the sound as an event, and it should loop near flawlessly.
  You may need to fiddle with the audio (stretch-shrink by a few milliseconds) to get it to fit the
  frames exactly and get it sounding perfect.



http://swfchan.net/13/Q02526L.shtml
Created: 19/10 -2012 08:40:10 Last modified: 22/10 -2012 19:26:52 Server time: 23/12 -2024 01:28:56