File: egg my nog.swf-(3.81 MB, 1280x720, Loop)
[_] Anonymous 05/17/21(Mon)22:34:26 No.3465822
I suck at actionscript
>> [_] Anonymous 05/18/21(Tue)09:32:14 No.3465855
>>3465822
how the fuck did you managed to do that?
>> [_] Anonymous 05/18/21(Tue)13:03:09 No.3465877
>>3465855
it appears to be a very simple loop
you just type gotoAndPlay(framenumber) onto an extra frame after the last video frame to loop
around
>> [_] Anonymous 05/18/21(Tue)15:54:50 No.3465899
>>3465877
but the audio is fucked because of that
>> [_] Anonymous 05/18/21(Tue)16:01:54 No.3465900
>>3465899
that's why it's tricky to find a good loop for a video with the audio AND the video looping
acceptably
it's way easier to just take a looping visual and put a perfectly cut audio loop on top of it
>> [_] Anonymous 05/18/21(Tue)20:37:38 No.3465917
>>3465877
I tried something more advanced but i'm dumb
>> [_] Anonymous 05/18/21(Tue)20:38:51 No.3465918
>>3465900
thanks for this advice, any good video editing software you recommend?
>> [_] Anonymous 05/18/21(Tue)23:47:30 No.3465930
+ cut out a seamless looping audio and cut out an intro
+ have the intro be streaming audio
+ one frame before the streaming audio ends you start the seamless audio loop
+ increase flash framerate for more precision (if swf framerate is doubled the movie framerate is
should be halved)
+ have the visuals repeat to the frame just after the streaming audio has ended, meaning no
frames in the visual loop touch the intro audio
+ you can put a silent streaming audio within the loop to enable frameskip in the visuals (helps
with syncing visuals with the audio), just have it start 1 frame after the start of the visual
loop and end 1 frame before the end of the visual loop
+ the loop will be seamless but will desync more and more but it'll probably take several
iterations before it becomes noticable
for audio you could use audacity, video editors i don't know but you could convert the video into
jpg images and loop those in the swf for max control. benefits of not using a video:
+ you can decide jpg quality for each frame
+ easy to delete or move around frames
+ can reuse frames without increasing the filesize of the flash
+ probably less desync when jumping to a jpg instead of having to rewind a video. i forget
exactly how well flash handles mute video on repeat thou, maybe it's seamless.
hope you make a fixed version
>> [_] Anonymous 05/19/21(Wed)12:48:44 No.3465960
>>3465930
it's possible to just use an actionscript without needing to dabble too deep into filler frames n
shit
just have:
>a looping visual with intro (could be gif, could be flv VP6, could be drawn vector animation)
>preload everything on frame 1, set the video to begin on frame 2 and after the video set a
gotoandplay to the correct looping frame (like 30 frames intro and then 31 to 40 loop -> on frame
41 put gotoAndPlay(31);
>I do video cutting and encoding in swfchantools, but there are probably way better alternatives
out there, though I like the swfchan converter because it can shoot for a given filesize,
something most converters won't bother to do automatically
>then you use audacity to cut a intro.wav and a loop.wav, then set use an actionscript to play on
frame 2
>don't forget to set the audio to compress to mp3 on export, also the visuals if you use a gif
>the actionscript for audio goes something like:
import flash.media.Sound;
import flash.utils.setTimeout;
var doneSetup:Boolean;
var intro:Sound;
var loop:Sound;
function introComplete() : *
{
trace("starting loop");
this.loop.play(0,int.MAX_VALUE);
}
if(!this.doneSetup)
{
this.intro = new Intro();
this.loop = new Loop();
this.intro.play();
setTimeout(this.introComplete,this.intro.length);
this.doneSetup = true;
}
>remember to have everything exported for actionscript and on frame 1 and also give intro.wav the
class name Intro and loop.wav the name Loop