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Creating a Sound Object


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- Creating a Sound Object.
- One of the most important points to realize about Sound objects is that you associate each one with a particular timeline in your movie at the time you create the sound.
- To dynamically control sound on the root timeline, you would need to create a Sound object and associate it with the root timeline.
- To dynamically control sound in a movie clip instance, you would have to create a Sound object associated with that timeline.
- understood that when a Sound object is created and associated with a particular timeline, all sounds in that timeline will be controlled equally using that single Sound object..
- Setting the volume of that timeline's Sound object to 50 will relatively decrease all sounds on all layers of that timeline by 50 percent..
- var soundObjectName:Sound = new Sound (Target);.
- soundObjectName denotes the name of your new Sound object.
- just make sure the name describes the sounds that it controls and that you follow the same rules for naming your Sound object as you would for naming variables: no spaces, punctuation marks, or numbers as the first character of the name..
- The syntax new Sound is ActionScript's way of creating a new Sound object..
- (Target) is where you indicate to the timeline which target path will be associated with this Sound object..
- (for example, volume and panning) by referencing in your scripts the name of the Sound object, not the target path or instance name of the timeline..
- To create a Sound object to control the sound in a movie clip instance named myMovieClip_mc, you would use the following syntax:.
- var mySound:Sound= new Sound ("myMovieClip_mc");.
- After you've created a Sound object associated with the movie clip instance myMovieClip_mc, you would use the setVolume() method of the Sound class to dynamically adjust the volume to 50 percent, as the following syntax shows:.
- In the exercise that follows, we'll create a Sound object—the first step in producing that bouncing ball..
- o The Ball layer contains the basketball graphic, which is a movie clip instance appropriately named basketball_mc.
- o The Ball Score layer contains a movie clip named score_mc (placed in front of the goal) that will be used to simulate the ball swishing into the goal..
- o The Watermark layer contains a see-through graphic that appears on the lower-right portion of the stage, simply to give our project a realistic.
- o The Actions layer will contain most of the scripts for this project..
- Double-click the basketball_mc movie clip instance to open its timeline..
- This movie clip contains three layers: Shadow, Graphic, and Sound.
- Because the movie clip's timeline doesn't include a stop() action, playback will continue to loop, giving the effect of a continuously bouncing ball..
- Now it's time to create a Sound object associated with the basketball_mc movie clip instance.
- This object will allow us to control the volume and panning of the bounce sound as the user drags the ball around the court..
- With the Actions panel open, select Frame 1 of the Actions layer and add the following script:.
- var bounce:Sound = new Sound(basketball_mc);.
- The only function of this line of script is to create a new Sound object named bounce that's associated with the basketball_mc timeline.
- Because the bouncing sound is part of this timeline, we'll be able to dynamically control the volume and panning of that sound by controlling the bounce Sound object..
- The important point to realize is that as soon as the movie begins to play, a Sound object is created.
- The bounce inside the basketball_mc instance won't sound different until we modify our new Sound object.

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