File: Contending.swf-(1.03 MB, 480x340, Anime)
[_] Hey hey, it's me again! Anonymous 11/07/21(Sun)15:26:50 No.3475609
I know I said I'd only make 1 flash a day but I'm really getting into these tips you guys keep
giving me.
Now with even more imporoved things, here's my 3rd ever flash!
>>3475569
Marked for deletion (old).
>> [_] Anonymous 11/07/21(Sun)15:28:01 No.3475610
Check that audio loop btw, pretty good huh?
>> [_] Anonymous 11/07/21(Sun)15:39:33 No.3475611
>>3475609
congratulations! you're a full fledged content creator, well as much as a content counts these
days on /f/
now you can get more and more creative with these loops and if you have any questions don't be
shy to ask them
>> [_] Anonymous 11/07/21(Sun)17:04:32 No.3475612
the feels...
>> [_] Anonymous 11/08/21(Mon)07:02:41 No.3475634
>>3475609
You're working at godspeed, OP!
I can really only give you very advanced suggestions for next time.
Maybe adding some dynamic filter effects to the visuals. Making an audio loop of 2 parts, one
intro playing once and one looping part.
Making a preloader with a loading bar animation and changing the audio loop, so that the audio
stops on the first frame (the preloader) if you reset and then starts playing again when you
press play.
>> [_] Anonymous 11/08/21(Mon)09:45:22 No.3475637
>>3475634
>Making an audio loop of 2 parts, one intro playing once and one looping part.
not him but I'm interested in this one
>> [_] Anonymous 11/08/21(Mon)11:40:46 No.3475640
>>3475637
it's not that hard, there's a template file somewhere
to put it shortly, you don't use the timeline feature to loop the sound, but AS3 instead:
>var introchan:SoundChannel = new SoundChannel();
>var loopchan:SoundChannel = new SoundChannel();
>var doneSetup:Boolean;
>function introComplete() : *
>{
>var loop:Sound = new Loop();
>loopchan = loop.play(0,int.MAX_VALUE);
>} if(!doneSetup) {
>doneSetup = true;
>var intro:Sound = new Intro();
>introchan = intro.play();
>var timeout = setTimeout(introComplete,intro.length);
>}
if you pack a
>loopchan.stop();
>introchan.stop();
>clearTimeout(timeout);
somewhere you can stop the sound and repeat the whole thing or something else
>> [_] Anonymous 11/08/21(Mon)11:52:08 No.3475643
>>3475640
>>3475637
See
>>3475641
for an example.
>> [_] Anonymous 11/08/21(Mon)12:07:35 No.3475645
>>3475640
what does setTimeout do? turn the function off?
>> [_] Anonymous 11/08/21(Mon)12:23:18 No.3475646
>>3475640
Hey OP here.
I would really like to stay away from coding as much as I can because I use the ruffle emulator
which doesn't support most AS3 and a good portion of AS2.
>> [_] Anonymous 11/08/21(Mon)13:40:15 No.3475649
>>3475645
setTimeout() in javascript calls some code after some milliseconds, apparently that method is in
actionscript 3 as well
what it does in >>3475640 is after intro.length (seconds or milliseconds, i don't know) the
function introComplete is called
https://riptutorial.com/actionscript-3/example/13118/intervals-and-timeouts
>> [_] Anonymous 11/08/21(Mon)13:55:33 No.3475650
>>3475646
you can achieve "intro audio playing once and then looping audio forever" almost without
actionscript, you just need a single "stop();" which is supported in ruffle's actionscript2
this practice is pretty oldskool, what you do is
1 set your swf fps to 120, important for precision
2 place a movieclip on your main timeline (present on all frames so its never unloaded
3 place a "streaming" intro sound on the first frame of that movieclip, the audio should be set
to not repeat
4 insert a lot of frames into your movieclip until you see that the stream ends (visible in the
timeline of the movieclip)
5 insert a keyframe on a new layer inside the movieclip at the very last frame where the
streaming audio ends. the keyframe should not be after the stream but rather on the same frame
where the stream ends, because it's better to overlap slightly before the looping audio starts
than there being a small gap of silence.
6 insert stop(); on that keyframe
7 add "start" audio event of the looping audio on that keyframe, repeating max amount of times
on the main timeline you have your visuals, if you want 24 fps visuals you just need to have 4
regular frames between each keyframe (so each keyframe on the main timeline is 5 frames long).
then when the flash plays at 120 fps it will look like it plays at 24 fps.
bonus tip: you can insert silent streaming audio on the main timeline to make playback sync to
the audio, if you want to try to time visuals to events in the intro audio
>> [_] Anonymous 11/08/21(Mon)14:02:47 No.3475651
also for the record, you can play sound with actionscript 2 as well and use the onSoundComplete
event to start a new looping sound
>> [_] Anonymous 11/08/21(Mon)16:03:31 No.3475655
>>3475646
do you want a guide to getting actual flash working on your machine?
It should be possible on any OS at the moment. I'm using Manjaro right now for example.
>> [_] Anonymous 11/09/21(Tue)03:28:59 No.3475691
>>3475655
I'm a pretty big supporter of ruffle, I know it sounds lame but I really like helping them debug
things as I find bugs and watching as more and more flashes in my collection begin to work, so I
prefer using ruffle.