- Adobe Animate User Guide
- Introduction to Animate
- Animation
- Animation basics in Animate
- How to use frames and keyframes in Animate
- Frame-by-frame animation in Animate
- How to work with classic tween animation in Animate
- Brush Tool
- Motion Guide
- Motion tween and ActionScript 3.0
- About Motion Tween Animation
- Motion tween animations
- Creating a Motion tween animation
- Using property keyframes
- Animate position with a tween
- How to edit motion tweens using Motion Editor
- Editing the motion path of a tween animation
- Manipulating motion tweens
- Adding custom eases
- Creating and applying Motion presets
- Setting up animation tween spans
- Working with Motion tweens saved as XML files
- Motion tweens vs Classic tweens
- Shape tweening
- Using Bone tool animation in Animate
- Work with character rigging in Animate
- How to use mask layers in Adobe Animate
- How to work with scenes in Animate
- Interactivity
- How to create buttons with Animate
- Convert Animate projects to other document type formats
- Create and publish HTML5 Canvas documents in Animate
- Add interactivity with code snippets in Animate
- Creating custom HTML5 Components
- Using Components in HTML5 Canvas
- Creating custom Components: Examples
- Code Snippets for custom Components
- Best practices - Advertising with Animate
- Virtual Reality authoring and publishing
- Workspace and workflow
- Creating and managing Paint brushes
- Using Google fonts in HTML5 Canvas documents
- Using Creative Cloud Libraries and Adobe Animate
- Use the Stage and Tools panel for Animate
- Animate workflow and workspace
- Using web fonts in HTML5 Canvas documents
- Timelines and ActionScript
- Working with multiple timelines
- Set preferences
- Using Animate authoring panels
- Create timeline layers with Animate
- Export animations for mobile apps and game engines
- Moving and copying objects
- Templates
- Find and Replace in Animate
- Undo, redo, and the History panel
- Keyboard shortcuts
- How to use the timeline in Animate
- Creating HTML extensions
- Optimization options for Images and Animated GIFs
- Export settings for Images and GIFs
- Assets Panel in Animate
- Multimedia and Video
- Transforming and combining graphic objects in Animate
- Creating and working with symbol instances in Animate
- Image Trace
- How to use sound in Adobe Animate
- Exporting SVG files
- Create video files for use in Animate
- How to add a video in Animate
- Draw and create objects with Animate
- Reshape lines and shapes
- Strokes, fills, and gradients with Animate CC
- Working with Adobe Premiere Pro and After Effects
- Color Panels in Animate CC
- Opening Flash CS6 files with Animate
- Work with classic text in Animate
- Placing artwork into Animate
- Imported bitmaps in Animate
- 3D graphics
- Working with symbols in Animate
- Draw lines & shapes with Adobe Animate
- Work with the libraries in Animate
- Exporting Sounds
- Selecting objects in Animate CC
- Working with Illustrator AI files in Animate
- Applying blend modes
- Arranging objects
- Automating tasks with the Commands menu
- Multilanguage text
- Using camera in Animate
- Graphic filters
- Sound and ActionScript
- Drawing preferences
- Drawing with the Pen tool
- Platforms
- Convert Animate projects to other document type formats
- Custom Platform Support
- Create and publish HTML5 Canvas documents in Animate
- Creating and publishing a WebGL document
- How to package applications for AIR for iOS
- Publishing AIR for Android applications
- Publishing for Adobe AIR for desktop
- ActionScript publish settings
- Best practices - Organizing ActionScript in an application
- How to use ActionScript with Animate
- Accessibility in the Animate workspace
- Writing and managing scripts
- Enabling Support for Custom Platforms
- Custom Platform Support Overview
- Working with Custom Platform Support Plug-in
- Debugging ActionScript 3.0
- Enabling Support for Custom Platforms
- Exporting and Publishing
- How to export files from Animate CC
- OAM publishing
- Exporting SVG files
- Export graphics and videos with Animate
- Publishing AS3 documents
- Export animations for mobile apps and game engines
- Exporting Sounds
- Best practices - Tips for creating content for mobile devices
- Best practices - Video conventions
- Best practices - SWF application authoring guidelines
- Best practices - Structuring FLA files
- Best Practices to optimize FLA files for Animate
- ActionScript publish settings
- Specify publish settings for Animate
- Exporting projector files
- Export Images and Animated GIFs
- HTML publishing templates
- Working with Adobe Premiere Pro and After Effects
- Quick share and publish your animations
- Troubleshooting
With ActionScript®, you can control sounds at runtime. Using ActionScript allows you to create interaction and other capabilities in your FLA files that is not possible with the Timeline alone.
AS3 Developer’s Guide: Working with Sound describes how to work with sound in ActionScript 3.0.
(Animate only) ActionScript 2.0 and ActionScript 1.0 are not supported with Animate.
Control sounds using behaviors
Using sound behaviors, prewritten ActionScript 2.0, you can add sounds to your document and control sound playback. Adding a sound using these behaviors creates an instance of the sound, which is then used to control the sound.
ActionScript 3.0 and Flash Lite 1.x and Flash Lite 2.x do not support behaviors.
Load a sound to a file using a behavior
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Select the object, such as a button, that you want to use to trigger the behavior.
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In the Behaviors panel (Window > Behaviors), click the Add (+) button and select Sound > Load Sound from Library or Sound > Load Streaming mp3 File.
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In the Load Sound dialog box, enter the linkage identifier for a sound from the Library, or the sound location for a streaming mp3 file. Next, enter a name for this instance of the sound, and click OK.
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In the Behaviors panel under event, click On Release (the default event), and select a mouse event from the menu. If you want to use the OnRelease event, do not change the option.
Play or stop sounds using a behavior
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Select the object, such as a button, that you want to use to trigger the behavior.
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In the Behaviors panel (Window > Behaviors), click the Add (+) button.
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Select Sound > Play Sound, Sound > Stop Sound, or Sound > Stop All Sounds.
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In the dialog box that appears, do one of the following:
Enter the linkage identifier and the instance name of the sound you want to play or stop, and click OK.
Click OK to verify that you want to stop all sounds.
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In the Behaviors panel under Event, click On Release (the default event) and select a mouse event from the menu. If you want to use the OnRelease event, do not change the option.
Control sounds with the ActionScript 2.0 Sound object
Use the Sound object in ActionScript 2.0 to add sounds to a document and to control sound objects in a document, including adjusting the volume or the right and left balance while a sound plays. For more information, see Creating sound controls in Learning ActionScript 2.0 in Flash.
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Select the sound in the Library panel.
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Select Linkage from the Panel menu in the upper-right corner of the panel, or right-click (Windows) or Control-click (Macintosh) the sound name in the Library panel and select Linkage from the context menu.
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Under Linkage in the Linkage Properties dialog box, select Export for ActionScript.
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Enter an identifier string in the box, and click OK.
About the ActionScript 2.0 onSoundComplete event
The onSoundComplete event of the ActionScript 2.0 Sound object lets you trigger an event in a Animate application based on completing an attached sound file. The Sound object is a built-in object that lets you control sounds in a Animate application. For more information, see Sound in the ActionScript 2.0 Language Reference. The onSoundComplete event of a Sound object is invoked automatically when the attached sound file finishes playing. If the sound is looped a specified number of times, the event is triggered when the sound finishes looping.
The Sound object has two properties that you can use with the onSoundComplete event. The duration property is a read-only property representing the duration, in milliseconds, of the sound sample attached to the sound object. The position property is a read-only property representing the number of milliseconds the sound has been playing in each loop.
The onSoundComplete event lets you manipulate sounds in a many ways, such as the following:
Creating a dynamic playlist or sequencer
Creating a multimedia presentation that checks for narration completion before advancing to the next frame or scene
Building a game that synchronizes sounds to particular events or scenes and transitions smoothly between different sounds
Timing an image change to a sound—for example, changing an image when a sound is halfway through at playback time
Accessing ID3 properties in mp3 files with Flash Player
Macromedia Flash Player 7 from Adobe and later supports ID3 v2.4 and v2.4 tags. With this version, when you load an mp3 sound using the ActionScript 2.0 attachSound() or loadSound() method, the ID3 tag properties are available at the beginning of the sound data stream. The onID3 event executes when the ID3 data is initialized.
Flash Player 6 (6.0.40.0) and later supports mp3 files with ID3 v1.0 and v1.1 tags. With ID3 v1.0 and v1.1 tags, the properties are available at the end of the data stream. If a sound does not contain an ID3v1 tag, the ID3 properties are undefined. Users must have Flash Player 6 (6.0.40.0) or later for the ID3 properties to function.
For more information on using the ID3 properties, see id3 (Sound.id3 property) in the ActionScript 2.0 Language Reference.