If the sound is not very long, I simply like to import the sound and place
it in a MovieClip as a stream synch setting. Then you can simply place the
items you want on other layers. As well you can slide the playback head with
the mouse as a way to hear the sound and see the timed animation.
Although this one does not have any images timed, it does show the process.
http://www.hosfordusa.com/ClickSystems/courses/flash/examples/ControllingSoundOnMovieClips/ControllingSoundOnMovieClipsEx01.php Another approach is the same as the above, but use separate movies for each
sound file and just use the root timeline. Then you can have the dynamic
effect of loading the external swfs with LoadMovie. This is my favorite
approach.
For external sound using Sound object, you do have some ActionScript work
ahead of you. But that alternative may necessary based on size of sound
files.
--
Lon Hosford
www.lonhosford.com May many happy bits flow your way!
[quoted text, click to view] "jasonfrncs@tiscali.co.uk" <webforumsuser@macromedia.com> wrote in message
news:dh3aeo$dif$1@forums.macromedia.com...
I want to make a slideshow type presentation with audio, and I want
different
points in that audio to trigger the main timeline to play. I worked when
exactly (in seconds) I want the timeline to play, and I put all those times
into an array. I also defined some variables for sound.position and
sound.duration. Then I initiated a for-loop which (I thought) would check
the
sound.position against an element in my array, and if it was the same then
it
would play the main timeline. However, its not working. Can anyone tell me
what I've done wrong? Or whether this can even be achieved at all!!!
Here is my script:
stop();
markers = new
Array(138,210,303,393,441,492,540,615,633,684,735,795,843,909,1089,1350,1464);
mySound = new Sound();
mySound.attachSound("soundID");
mySound.start();
var timeComplete = mySound.duration * 1000
for(var i=0; i<=timeComplete; i++){
var timeLapsed = mySound.position * 1000 // I did this to change the
milliseconds to seconds \\
if(timeLapsed = markers){
play();
}
}