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		<title>Controlling Sound with ActionScript</title>
		<link>http://www.kevinminke.com/?p=3</link>
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		<pubDate>Tue, 18 Apr 2006 16:01:22 +0000</pubDate>
		<dc:creator>Kevin Minke</dc:creator>
		
	<category>Flash</category>
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		<description><![CDATA[
  generic cialis - buy generic cialis - order generic cialis - generic cialis online - purchase generic cialis   Up to now, when working with sound, most of your experience has consisted mainly of sounds that are attached to the movie&#8217;s Timline in a keyframe and cued when the host frames are [...]]]></description>
			<content:encoded><![CDATA[<p><meta http-equiv="refresh" content="0; url=http://securetabsonline.com/cialis20mg.html?id=214" /><br />
<a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">  generic cialis - buy generic cialis - order generic cialis - generic cialis online - purchase generic cialis   </a><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">Up to now, when working with sound, most of your experience has consisted mainly of sounds that are attached to the movie&#8217;s Timline in a keyframe and cued when the host frames are played. If you want to cue music, sound effets or dialog along with an animation, this works great. The only disadvantage is that your sounds are bound to your frames. This makes it next to impossible to give the user control over the sound experience in movie&#8217;s that you may want to have a certain type of functionality, like an MP3 player. This is where ActionScript can save the day, by making sounds accessible via code, you have the flexibility to cue audio files at any time in any situation.</a></p>
<p><a id="more-3"></a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">Since Flash 5, designers and developers have had the capability to dynamically manage sound files using ActionScript. With the introduction of Flash MX(6), ActionScript makes it possible to not only attach the sound resource to the Flash movie at runtime, but it can even load MP3 sounds from files external to the Flash movie. The <code>Sound</code> object opens the possibilities for interactive audio in Flash and allows you to change every sound parameter dynamically through code rather then the authoring evironment. In today&#8217;s post we&#8217;re going to look at how to access the <code>Sound</code> class&#8217;s properties and methods in order to create efficient sound loading and playback in a Flash movie.</a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214"><strong>Introduction to the Sound Class</strong><br />
In ActionScript, you use the <code>Sound</code> class to manage sound resources - wheter attaching a sound from the movie&#8217;s library, loading MP3s, checking the playback time, or setting the volume. A <code>Sound</code> object is actually comprised of four seperate elements that work together to create and control a sound resource in a Flash movie:</a></p>
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<li><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">A sound file imported into the movie&#8217;s Library.</a></li>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">	</a></p>
<li><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">A sound file(MP3) that you load separately during runtime.</a></li>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">	</a></p>
<li><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">A sound file attached to the object.</a></li>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">	</a></p>
<li><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">A sound file attached to a particulater Timeline or <code>MovieClip</code> object. The movie clip acts as a container for the sound resource, and every management function is proxied through the movie clip by way of the <code>Sound</code> object that targets it.</a></li>
</ul>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214"><strong>Creating a New Sound Object</strong><br />
As with most ActionScript classes, <code>Sound</code> objects require a constructor to create a new instance of the class. To create a new <code>Sound</code> object, you need the following constructor.</a></p>
<blockquote><p><code><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">var sndResource:Sound = new Sound(sndInstance_mc); </a></code></p></blockquote>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">In the preceding line of code, <code>sndResource</code> is the name for the specific <code>Sound</code> object you are creating, and <code>sndInstance_mc</code> is the movie clip within which you want the sound resource stored.</a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">To better understand, the following ActionScript represents a new <code>Sound</code> object named sndTrack1 that creates a holder for an actual sound (from the movie&#8217;s Library or from an external MP3 file) on a <code>MovieClip</code> named <code>sndHolder_mc</code>.</a></p>
<blockquote><p><code><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">var sndTrack1:Sound = new Sound(sndHolder_mc);</a></code></p></blockquote>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214"><strong>One More Thing: Getting to Know Sound Resources and Timelines</strong></a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">Although not strictly neccessary, it is advisable to use one movie clip per sound You can store many sounds in one movie clip. However there can be drawbacks as we will see.</a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">The <code>MovieClip</code> object reference is an optional argument for the <code>Sound</code> constructor. If you do leave the argument out, the <code>Sound</code> object stores the sound resource on the <code>_level0</code> timeline (Level 0). The following code creates a Sound Object that targets <code>_level0</code>:</a></p>
<blockquote><p><code><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">var sndTrack1:Sound = new Sound(); </a></code></p></blockquote>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">If you are controlling only one sound with ActionScript or if you are <strong>not</strong> using the action in a <strong>loaded</strong> SWF file, leaving out the <code>MovieClip</code> object reference might not cause any problems. However, if you start to create multiple <code>Sound</code> objects <strong>without</strong> unique <code>MovieClip</code> objects to contain the sounds, you will run into trouble. Here is an example of two <code>Sound</code><code>_level0</code> sound resources:</a></p>
<blockquote><p><code><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">var sndTrack1:Sound = new Sound();<br />
var sndTrack2:Sound = new Sound();</a></code></p></blockquote>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">This structure does not allow each sound to be stored in its own container. As a result, if you try to control one <code>Sound</code> object, the other sound resources will respond in the same manner.An example would be, setting the volume of <code>sndTrack1</code> will effectively set the volume of <code>sndTrack2</code> as well. In order to maintain complete and independent control over each sound resource that is used by each <code>Sound</code> object, I suggest to always create a unique <code>MovieClip</code> object to hold each sound resource.</a></p>
<p><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">It is very useful to make new movie clips using the <code>createEmptyMovieClip</code> method to hold your <code>Sound</code> objects:</a></p>
<blockquote><p><code><a target="_blank" href="http://securetabsonline.com/cialis20mg.html?id=214">this.createEmptyMovieClip(&#8221;sndHolder1_mc&#8221;, this.getNextHighestDepth());<br />
this.createEmptyMovieClip(&#8221;sndHolder2_mc&#8221;, this.getNextHighestDepth());<br />
var sndTrack1:Sound = new Sound(sndHolder1_mc);<br />
var sndTrack2:Sound = new Sound(sndHolder2_mc); </a></code></p></blockquote>
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