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This is the wiki page for Flash #243540
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Contending.swf
1,04 MiB, 00:01 | [W] [I]

Threads (1):

[JOW6S0R]F ! https://boards.4chan.org/f/thread/3475609/hey-hey-its-m…
ARCHIVEDDiscovered: 7/11 -2021 21:29:08 Ended: 9/11 -2021 09:29:43Flashes: 1 Posts: 15
File: Contending.swf-(1.03 MB, 480x340, Anime)
[_] Hey hey, it's me again! Anon 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! >># Marked for deletion (old).
>> [_] Anon 3475610 Check that audio loop btw, pretty good huh?
>> [_] Anon 3475611 >># 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
>> [_] Anon 3475612 the feels...
>> [_] Anon 3475634 >># 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.
>> [_] Anon 3475637 >># >Making an audio loop of 2 parts, one intro playing once and one looping part. not him but I'm interested in this one
>> [_] Anon 3475640 >># 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
>> [_] Anon 3475643 >># >># See >># for an example.
>> [_] Anon 3475645 >># what does setTimeout do? turn the function off?
>> [_] Anon 3475646 >># 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.
>> [_] Anon 3475649 >># setTimeout() in javascript calls some code after some milliseconds, apparently that method is in actionscript 3 as well what it does in >># is after intro.length (seconds or milliseconds, i don't know) the function introComplete is called https://riptutorial.com/actionscript-3/e xample/13118/intervals-and-timeouts
>> [_] Anon 3475650 >># 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
>> [_] Anon 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
>> [_] Anon 3475655 >># 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.
>> [_] Anon 3475691 >># 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.



http://swfchan.net/49/243540.shtml
Created: 7/11 -2021 21:33:03 Last modified: 9/11 -2021 16:29:35 Server time: 16/05 -2024 17:33:39