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Threads (3):
File: egg my nog.swf-(3.81 MB, 1280x720, Loop) [_] Anon 3477633
File: egg my nog.swf-(3.81 MB, 1280x720, Other) [_] Anon 3466885
File: egg my nog.swf-(3.81 MB, 1280x720, Loop) [_] Anon 3465822 I suck at actionscript >> [_] Anon 3465855 >># how the fuck did you managed to do that? >> [_] Anon 3465877 >># 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 >> [_] Anon 3465899 >># but the audio is fucked because of that >> [_] Anon 3465900 >># 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 >> [_] Anon 3465917 >># I tried something more advanced but i'm dumb >> [_] Anon 3465918 >># thanks for this advice, any good video editing software you recommend? >> [_] Anon 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 >> [_] Anon 3465960 >># 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 |
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