File: junes.swf-(1.61 MB, 480x270, Loop)
[_] my first swf Anonymous 08/11/22(Thu)09:01:47 No.3486543
Followed the guide for slowpokes. Have some questions:
1. How do you play two tracks, one after the other? I want track one to be the intro, then the
looped audio for track two.
2. Is there a better way to get better audio quality? Got source audio as an M4A from khinsider,
then used audacity to loop and export as WAV.
3. Is there a way to change text selection color?
Will happily take any other advice for future flashes.
inspo: trance.swf :3
>> [_] Anonymous 08/11/22(Thu)09:22:39 No.3486544
>>3486543
nice job anon, saved
1. option A) use actionscript 2 or 3 with an event listener on the first track that triggers when
the audio ends, the code then starts the second audio which loops forever. don't know how
seamless this is.
option B) set first track as streaming audio, have a high frame rate so that you can start an
event of the forever-looping audio at the very end of the streaming audio. there will be a little
overlap of the end of the first audio and the start of the second audio, how much overlap depends
on how high you make the framerate.
2. dunno how much better quality you want. m4a to wav is lossless and then you import it in flash
as an mp3, at 128kbps and higher people won't really notice a difference in quality and those
that claim they do are lying. you can use "not mp3" (forget what it was called), basically raw
format, but then the filesize skyrockets.
technically you can embed an array of bytes in flash and load it as streaming audio via
ActionScript3, that way it's possible to use AAC music files (and H.264 video)
3. i kinda forget but i think you can change the selection color by setting a glow color? if you
don't want an actual glow just set the distance to zero.
>> [_] Anonymous 08/11/22(Thu)09:32:35 No.3486545
>>3486544
in regards to point 1 option B i should mention that if you want your animation to be 30 fps you
can set the flash to 120 fps and just increase the distance between keyframes by 4. that way you
get very little overlap and everything still looks like you want it.
since flash uses CPU rendering it may be difficult to render in 4K at 120 fps if you have very
busy visuals, you can enable frameskip by using a completely silent streaming audio on the main
timeline, just set its bitrate to extremely low so the silence doesn't bloat the swf file.
i think using a silent streaming audio together with a looping audio event was how weebl achieved
audio/visual sync in his flash loops ~15 years ago (it's an easy trick on how to achieve synced
loops without actionscript, still falls out of sync when repeating several times - if you want
perfect sync you can use actionscript to check the timestamp in the repeating audio and
gotoAndPlay() the frame that is supposed to appear at that millisecond).
>> [_] Anonymous 08/11/22(Thu)12:39:06 No.3486551
>>3486543
very competently looking flash, OP!
for 1. you can take a look at this .fla:
https://web.archive.org/web/20180526083335/https://railgun.ml/flash/I%20Am%20(Not)%2
0Very%20High.fla
it has code that sets an event that plays an intro once and then sets up a different sound as a
loop that play MAX_INTEGER times (read: infinite)
you can just copy paste the code and name your imported audio files accordingly (not the file
name but the AS name)
2. wav to mp3 inside flash is an acceptable way to create loops, be mindful of the filesize
for the average joe playing the loops maybe a few seconds increasing the filesize exorbitantly
just for an inaudible increase in sound quality is not helpful
>> [_] Anonymous 08/11/22(Thu)13:58:57 No.3486552
>>3486551
I tried it but sadly there still is a silent gap between the songs
>> [_] Anonymous 08/11/22(Thu)16:13:56 No.3486556
>>3486543
Nice SWF, nice to see that people are still making them even after ~1.5 years since the
discontinuation.
>> [_] Anonymous 08/11/22(Thu)20:51:21 No.3486562
>>3486551
Thanks for the example project. I tried messing around with the delay field in setTimeout() since
I was running into the same issues as >>3486552
I noticed that when testing the movie in CS6, the delay was much longer than after exporting as a
swf. And when testing after exporting to swf, I noticed that the delay between tracks varied
between instances of the swf. (tested in palemoon)
Anyone know why the gap between tracks might vary?
>>3486545
Will try to experiment with option B
Thank you all for the advice and help
>> [_] Anonymous 08/12/22(Fri)02:00:21 No.3486565
>be mindful of the filesize
any tips on how to do this? asking for a /f/riend
>> [_] Anonymous 08/12/22(Fri)02:06:27 No.3486566
>>3486562
it's been years but i remember as2 being flawed with timed events, it could be tied to the fps or
something. as3 works better.
>> [_] Anonymous 08/12/22(Fri)02:12:29 No.3486567
>>3486565
he just means you need to make sure to use the mp3 audio setting with a balanced audio quality
(audio bitrate). many beginners forgets to change audio to mp3 and then the filesize goes up a
lot since you basically have a wav file inside your swf.
you can also make sure to repeat-use the same resources instead of duplicating them. for example
if you import a gif that have the same animation across 50 frames and then have 10 frames of
different animation you can delete 40 frames and repeat the first 10 frames 4 times, you get the
exact same visuals but less bytes needed.
>> [_] Anonymous 08/12/22(Fri)02:15:13 No.3486568
>>3486567
also be sure to change imported gif frames from lossless to jpg quality, that is also a beginner
mistake.
unless the gif is pixel art and needs to be sharp, of course. then keep lossless and make sure
image smoothing is off (a property of the imported frame).
man its starting to come back to me
>> [_] Anonymous 08/12/22(Fri)02:38:39 No.3486574
>>3486566
tried as3 as well. same behavior still occurs. even when refreshing the flash in the same page,
varying delay times can be noticed.
>> [_] Anonymous 08/12/22(Fri)03:09:48 No.3486576
the compressed audio makes it feel more nostalgic
>> [_] Anonymous 08/12/22(Fri)03:31:47 No.3486577
Realized the audio sounded bad because I was using whatever the default compression AS6 uses
instead of mp3. Not sure why I assumed that AS6 would have done that by default. Glad some of you
find the compressed audio enjoyable regardless.
If I ever figure out how to transition between the intro and looped audio smoothly and
consistently, I'll post an updated version of this.
>> [_] Anonymous 08/12/22(Fri)08:23:19 No.3486582
>>3486574
I had the same issue.
Can't really tell how to effectively prevent it, but here is what I surmised:
It has to do with your CPU processor speed (as usual per flash).
As, the second the intro stops, it sets up a loop with actionscript, it needs like a split second
to process the code before the audio can actually start. Moreso than the frame options with
classical looping (as this is hard coded into how flash operates).
Depending on many factors like compression (don't forget that imported mp3 makes silence always),
the length of the audio you loop, the time elapsed playing the flash and the notability of the
gap.
Realistically there will always be a minor gap. The trick is to set the cut in a way where there
isn't a sound wave playing at that precise time (like between beats maybe even a short silence in
the song before a drop).
Last time I ran into the problem I think I made a short streaming portion of the intro that only
plays once during the preloader fadeout, then made the rest the AS3 intro and made it so that on
the same frame the audio stops and the code gets executed there isn't too much happening like
other code or stage changes or a lot of bitmaps on screen.
I don't really know if it changed something in the end, but I did notice that the gap tended to
disappear when I reloaded the already loaded swf.
>>3486577
Always check every sound item in library 2 times. Assuming you imported 44khz wav then go to the
sound file and set the compression to raw 44khz. It should denote 100% filesize.
After you're done with everything go there again and set compression mp3 and a reasonable bitrate
around 128kb.
The reason for this is that CS will not have to compress the file every time you test the flash,
but only when everything is finished and ready to export. Can't hurt to change the default
compression also if you have various smalller soundfiles in there.
Don't forget to always check your final product in a browser before uploading!
>> [_] Anonymous 08/12/22(Fri)09:39:38 No.3486585
what is the most acceptable flash size loop?
>> [_] Anonymous 08/12/22(Fri)09:51:48 No.3486586
>>3486582
could it be possible to somehow manipulate .length function of the audio?
Because I can trace it and it always gives this value 35232.99319727891 (for this .fla posted
here >>3486551) so if we can somehow subtract like a second off of it then it shouldn't create
that gap, right?
>> [_] Anonymous 08/12/22(Fri)10:19:10 No.3486587
>>3486586
well of course I can
I just forgot AS3 counts in milliseconds so just
setTimeout(introComplete, intro.length - 1000);
and the audio loop will start 1 second sooner
>> [_] Anonymous 08/12/22(Fri)13:38:41 No.3486594
>>3486585
imo <1.5 MB is small loop, below 3 MB is a mid-tier size, 3-4 is a large loop and above 4 is a
very large loop. above 7 MB feels bloated/waste-of-space for just basic "visuals with looping
audio".
if you're talking about the swf file size
>> [_] Anonymous 08/12/22(Fri)15:18:10 No.3486595
lovely