The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 Viewsseing as how my last post on this topic has since been lost in the newgrounds bbs pages, ive made a new one. i have my music on a loop, and, regaerdless of what part of the song its at, i want the music to fade out at a certain spot on the timeline. please help. dont say i need to select fade out in the music options cause THAT DOES NOT WORK.
bork bork bork
Click on the keyframe where the music starts (always give music its own layer btw) and then, after clicking the keyframe, go to the Properties Inspector.
If the Properties Inspector isnt on the bottom of flash, open it.
Click the little grey "edit button"
A menu will come up.
It features 2 white rectangles and a bunch of squiggly lines in each. These represent the left and right speakers. In between them is a ruler. The ruler allow you to cut off chunks on the song.
Find out where in the song you want it to fade (time-wise minutes seconds etc) and THEN click in one of the 2 rectangles where you need it to start fading. A white box should appear. That box represents the volume where you clicked.
Find where the fading is done and you want it to go silent. Click. Another white box should appear. Drag that box downward. This will make the volume where you clicked 0. Flash will do the rest.
Do this for the other rectangle thing filled with squiggles as well.
You could make a movie clip with a script that decreases the volume a bit on every loop in the MC.
Set i to 100 somewhere on the main timeline.
_root.i = 100;
Then put this on one of a two framed movieclip.
_root.globalSound.setVolume(_root.i);
_root.i--;
or
_root.i = _root.i - 10;
depending on how fast you want to fade.
(this is just theoretical so I cant guarantee that it will work)
1. ZekeySpaceyLizard! im honored :P
2.OK, i probably should have explained it better. i have the music, and its looping because i have a menu. so the music will continue to play forever if the player of the said game spends a long time looking at instructions, etc. but i want different music 4 the actual game part of it. so when the player has stopped mucking about in the menu and presses the start button, it will go to the 'game frame' and i want the music to fade out on the start of the 'game frame', no matter which part of the song its at.
bork bork bork
Hmm... are you placing sound in Flash using AS? Then, if so, on a desired frame, put:
fadein = 100;
onEnterFrame = function () {
if (fadein>0) {
fadein -= 10;
_root.music.setVolume(fadein);
}
};
Check out AS: Sound on how to import sounds using AS.
postcount +=1;
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At 4/3/07 07:34 PM, crapatflash wrote: i want the music to fade out on the start of the 'game frame'
What I think I would do for that would be pretty much the same as I mentioned before accept add in something like
if(_root.i == 0){
stopAllSounds();
_root.globalSound.setVolume(100);
_root.gotoAndPlay("gameframe");
}
and then place the second song on the gameframe.
However if you want to play the second song while the first is fading, I have no ideas of how to do that.
At 4/3/07 07:37 PM, Kart-Man wrote: Hmm... are you placing sound in Flash using AS?
No its being put on the timeline. and i think it has something to do with AS anyway but im not sure. i have absolutely no idea how this stuff works. maybe ill just leave unless i can find something that works.
bork bork bork
At 4/3/07 07:43 PM, crapatflash wrote:At 4/3/07 07:37 PM, Kart-Man wrote: Hmm... are you placing sound in Flash using AS?No its being put on the timeline. and i think it has something to do with AS anyway but im not sure. i have absolutely no idea how this stuff works. maybe ill just leave unless i can find something that works.
It's easiest and lags less to attach a sound to a frame using AS. Because, other than using this method, I don't know how to help you... Well, if you're interested in switching to this method, I can just quickly teach you how. The syntax for attaching sound is this:
bgSound = new Sound(this); //bgSound is a variable
bgSound.attachSound("sound1"); //attaches a sound with the identifier "sound1" to it
bgSound.start (numberofsecondsoffset, numberofloops);
Then, right-click on your sound in the Library, press Linkage, check the 'Export for AS' box, then type sound1 in the 'Identifier' field.
Finally, if you want to lower the volume of the attached sound, try using the code I posted earlier or this.
postcount +=1;
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