Supported sound file formats, Add a sound to the timeline – Adobe Flash Professional CC 2014 v.13.0 User Manual
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Window > Common Libraries > Sounds. To import a sound from the Sounds library to your FLA file, drag the sound from the Sounds library to the
Library panel of your FLA file. You can also drag sounds from the Sounds library to other shared libraries.
Sounds can use large amounts of disk space and RAM. However, mp3 sound data is compressed and smaller than WAV or AIFF sound data.
Generally, when using WAV or AIFF files, it’s best to use 16-22 kHz mono sounds (stereo uses twice as much data as mono), but Flash
Professional can import either 8- or 16-bit sounds at sample rates of 11, 22, or 44 kHz. Sounds recorded in formats that are not multiples of 11
kHz (such as 8, 32, or 96 kHz) are resampled when imported into Flash Professional. Flash Professional can convert sounds to lower sample
rates on export.
If you want to add effects to sounds in Flash Professional, it’s best to import 16-bit sounds. If you have limited RAM, keep your sound clips short
or work with 8-bit sounds instead of 16-bit sounds.
Note: (Flash Professional CC only) To import or play sounds in Flash Pro, pre-installing QuickTime or iTunes is not needed.
Supported sound file formats
You can import the following sound file formats into Flash Professional:
Adobe Sound (.asnd). This is the native sound format of Adobe® Soundbooth™.
Wave (.wav)
AIFF (.aif, .aifc)
mp3
You can import these additional sound file formats:
Sound Designer® II (.sd2)
Sun AU (.au, .snd)
FLAC (.flac)
Ogg Vorbis (.ogg, .oga)
Note: The ASND format is a non-destructive audio file format, native to Adobe Soundbooth. ASND files can contain audio data with effects that
can be modified later, Soundbooth multitrack sessions, and snapshots that allow you to revert to a previous state of the ASND file.
Add a sound to the Timeline
You can add a sound to a document using the library, or you can load a sound into a SWF file during runtime, using the loadSound method of the
Sound object. For more information, see loadSound (Sound.loadSound method) in the
or Sound Class in the
.
1. Import the sound into the library if it has not already been imported.
2. Select Insert > Timeline > Layer.
3. With the new sound layer selected, drag the sound from the Library panel onto the Stage. The sound is added to the current layer.
You can place multiple sounds on one layer or on layers containing other objects. However, it is recommended that each sound be placed
on a separate layer. Each layer acts as a separate sound channel. The sounds on all layers are combined when you play the SWF file.
4. In the Timeline, select the first frame that contains the sound file.
5. Select Window > Properties, and click the arrow in the lower-right corner to expand the Property inspector.
6. In the Property inspector, select the sound file from the Sound pop-up menu.
7. Select an effect option from the Effects pop-up menu:
None Applies no effects to the sound file. Select this option to remove previously applied effects.
Left Channel/Right Channel Plays sound in the left or right channel only.
Fade Left To Right/Fade Right To Left Shifts the sound from one channel to the other.
Fade In Gradually increases the volume of a sound over its duration.
Fade Out Gradually decreases the volume of a sound over its duration.
Custom Lets you create custom in and out points of sound using the Edit Envelope.
8. Select a synchronization option from the Sync pop-up menu:
Note: If you are placing the sound on a frame other than frame 1 in the main Timeline, select the Stop option.
Event Synchronizes the sound to the occurrence of an event. An event sound plays when its starting keyframe first appears and the plays in
its entirety, independently of the playhead in the Timeline, even if the SWF file stops playing. Event sounds are mixed when you play your
published SWF file.
If an event sound is playing and the sound is instantiated again (for example, by the user clicking a button again, or the playhead passing
the starting keyframe of the sound), the first instance of the sound continues to play and another instance of the same sound begins to play
simultaneously. Keep this in mind when using longer sounds, as they can potentially overlap, causing unintended audio effects.
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