File: link high five 8bit tune.swf-(411 KB, Loop)
[_] ANIMATING HELP Anonymous 10/19/12(Fri)00:51 No.1788292
hey, im trying to add dialogue to an animation but when i bring the audio file in, it makes it
one frame, how d i get it to add the appropriate amount of frames?
>> [_] Anonymous 10/19/12(Fri)01:08 No.1788309
Yes
>> [_] Anonymous 10/19/12(Fri)01:27 No.1788317
1. What is the song?
2. There is a gap of silence before the audio restarts.
>> [_] Anonymous 10/19/12(Fri)01:29 No.1788318
The music is something from Wind Waker. Outset Island, I think.
>> [_] Anonymous 10/19/12(Fri)01:32 No.1788321
ANYONE GOT THE XM FILE
it sounds like it was edited beyond a tracker though...
anyway requesting audio source,
don't want to rip it from the flash unless i have to...
>> [_] Anonymous 10/19/12(Fri)01:34 No.1788322
can you provide a screencap of what you get when importing the audio file?
>> [_] Anonymous 10/19/12(Fri)01:37 No.1788323
>>1788322
its just a keyframe with a very squished down audio thing,
>> [_] Anonymous 10/19/12(Fri)01:43 No.1788324
Make a new layer just for that sound, then on the timeline keep making more frames (not
keyframes) by pressing F5. If you go out a couple hundred frames and extend the frames there, it
should let you see the audio.
At least I think F5 is the right shortcut...
>> [_] Anonymous 10/19/12(Fri)01:48 No.1788327
>>1788324
i know how to do that, im just saying i want it to add the right amount of frames i need so i
know how many frames it will be, it just takes too long to add frames that way, especially for an
8 minute video
>> [_] Anonymous 10/19/12(Fri)03:13 No.1788366
saved. We should just have a day of "Post flashes that you made" at some point
>> [_] Anonymous 10/19/12(Fri)03:24 No.1788370
>>1788327
Don't do it one frame at a time then, skip ahead a few hundred before you F5.
Or you know, math it up with length/fps.
>>1788366
OC on /f/? gtfo
>> [_] Anonymous 10/19/12(Fri)06:13 No.1788424
>>1788327
You could just calculate it yourself, it'll be faster than trail and error.
Just multiply the amout of seconds your audio has with the fps and you know how many keyframes
it'll be.
>> [_] Anonymous 10/19/12(Fri)11:39 No.1788510
>>1788370
this, and
>>1788424
this.
Use a REAL audio editor with a high resolution timeline (and cutter) to get a precise loop and
time for it. Then go all mathematical to get the exact framerate and frame count for your anim.
Fire the sound as an event, and it should loop near flawlessly.
You may need to fiddle with the audio (stretch-shrink by a few milliseconds) to get it to fit the
frames exactly and get it sounding perfect.