i wrote a bit of code that might do what you want.
import flash.display.BitmapData;
var bmp:BitmapData = new BitmapData(Stage.width, Stage.height);
var bmpMc:MovieClip = _root.createEmptyMovieClip("noiseMc", _root.getNextHighestDepth());
bmpMc.attachBitmap(bmp, bmpMc.getNextHighestDepth());
bmpMc._alpha = 50;
bmp.noise(random(255), 0, 255, 1, true);
bmpMc.onEnterFrame = function() {
bmp.noise(random(255), 128, 255, 1, true);
}
copypaste if you want, but allow me to explain the code just so you can actually learn from this.
import flash.display.BitmapData;
this code imports the BitmapData class. it's pretty self-explanatory. you need this line to be able to use BitmapData and write simpler code.
var bmp:BitmapData = new BitmapData(Stage.width, Stage.height);
var bmpMc:MovieClip = _root.createEmptyMovieClip("noiseMc", _root.getNextHighestDepth());
bmpMc.attachBitmap(bmp, bmpMc.getNextHighestDepth());
bmpMc._alpha = 50;
the first line here creates a new BitmapData object, setting its width and height to the stage's width and height. the second line creates an empty movieclip, and the third attaches "bmp" to the movieclip. when working with BitmapData, you have to use movieclips to attach the BitmapData so you can see it. not attaching the bitmap to a movieclip won't cause any errors, but you won't see anything.
the fourth line just makes the movieclip transparent so you can see underneath it.
bmp.noise(random(255), 128, 255, 1, true);
bmpMc.onEnterFrame = function() {
bmp.noise(random(255), 128, 255, 1, true);
}
the first line here uses a BitmapData function that simulates TV noise. the first parameter here is a seed number. i don't really understand how to create random numbers, but by using a random seed number, you make sure it's different each time. it's probably not too important for this application, so you can replace it with a regular number (like 2 or 10 or 83) if you really want to. the second and third parameters are basically used for the dimmest and brightest colors, respectively, from 0 to 255. if you put 255 in both spots, it will appear white, because the dimmest color would "be" 255, which is white. if you put 0 in both spots (or rather, in just the brighest part) it would appear black, since black "equals" 0. the fourth parameter is used to specify the color channel. 1 would be red, 2 would be green, 4 would be blue, and 8 is alpha. this is related to hexadecimal - for example, 0xFFFFFF is white, because every color combined would be white, and they are all full. the first two numbers are the red channel, the middle two are for green, and the last two are blue. 0xFF000000 = red, 0x00FF00 = green, and 0x0000FF = blue. you can combine colors with the logical OR operator: | so putting 2 | 4 in the color channel spot would allow for green and blue. the last parameter here is for greyscale, true or false. in this case, you would want true, since security camera noise isn't red or green or blue :P
the last few lines just loop it over and over again, simulating changing noise. if you want it to stop, just put this line of code on your main timeline, on the frame of your choice:
removeMovieClip(_root.noiseMc);
i hope this helped, and that you learned something. :3