Skip navigation
vbalmori
Currently Being Moderated

"Class" for Exporting for ActionScript not accessible

Mar 4, 2013 10:36 PM

I am trying to export some audio files with Sound Properties > Export for ActionScript. However, for some reason the "Class" box is greyed out and unaccessible. I've tried out a number of different files: .mp3, .wav,  .aif, but Class is still greyed out.

 

What is the problem? Is there some sort of workaround?

 
Replies
  • Currently Being Moderated
    Mar 5, 2013 6:12 AM   in reply to vbalmori

    What version of Flash are you using? What's the bitrate of the sound?

     

    I assume it is in the library and you are doing the following:  Right Click -> Properties -> ActionScript -> Trying to check the "Export for ActionScript" checkbox and it is grayed out?

     

    What you are doing should definitely work as far as I know because I am pretty sure the sound doesn't even import into Flash if the bitrate is too high but still something to check.

     
    |
    Mark as:
  • kglad
    72,227 posts
    Jul 21, 2002
    Currently Being Moderated
    Mar 5, 2013 6:14 AM   in reply to vbalmori

    i'm not sure where you see Sound Properties but you should be right clicking your sound in the library panel>click properties>tick export for actionscript and the class and base class fields should be filed in and editable.

     
    |
    Mark as:
  • kglad
    72,227 posts
    Jul 21, 2002
    Currently Being Moderated
    Mar 5, 2013 12:35 PM   in reply to vbalmori

    no.  the coding will be substantially different for as2.

     

    to start, you'll need to use a linkage id (eg, soundID) for your sound, not a class name.

     

    then you'll need to apply attachSound to a sound instance.

     

    var s:Sound=new Sound();

    s.attachSound("soundID");

    s.start();

     

    and then the differences continue:

     
    |
    Mark as:
  • kglad
    72,227 posts
    Jul 21, 2002
    Currently Being Moderated
    Mar 5, 2013 1:16 PM   in reply to vbalmori

    stopAllSounds() will stop all sounds, no matter how they started, that are playing at the time it executes.  however, it does not stop a sound from starting and continuing to play after it executes.

     
    |
    Mark as:

More Like This

  • Retrieving data ...

Bookmarked By (0)

Answers + Points = Status

  • 10 points awarded for Correct Answers
  • 5 points awarded for Helpful Answers
  • 10,000+ points
  • 1,001-10,000 points
  • 501-1,000 points
  • 5-500 points