I've been working on a flash demonstration app for a client
which simulates a user interacting with a website. I've captured
all the interactivity using captivate in chunks and have built a
container flash file to house the segments of demonstration. I have
been having a few teething problems with Captivate and the way it
deals with sound.
The demonstration has a number of audio clips included in the
captivate project. When i load the exported captivate swf into
flash, it does not recognise the sound object and therefore no
sound is played. When the swf is played on its own, sound is fine,
its just when its loaded into the template movie. The problem here
is that Captivate seems to generate the sound object in a strange
way. It creates it using the following code;
var soundHandler:AdobeCaptivate.rdSoundHandler = new
Is there a simple way I can get my template movie to play all
sounds being played in the nested .swf? I have tried placing the
audio clips in the library of the template file but this makes them
play as soon as the .swf is played.
A problem related to this is the way captivate deals with all
it's audio clips. By default it "exports for Actionscript on the
first frame". This means any pre-loader I build only initialises
once flash has loaded all captivates audio and therefore the user
has a blank screen until all audio has loaded (pre-loader kicks in
The only way i can see around this is to keep the actual
content separate from the template movie as I have explained above
but then i am faced with this sound issue!
We're having a similar problem; in our case, we're developing
instructional content via Captivate that is quite long, generating
swf files that get as large as 15-20MB.
Our intended solution is to break one of these tutorials into
chunks, and preload the chunks while playing a preload movie that
explains the use of the Captivate skin controls.
The problem is that, if we generate the swf's directly from
Captivate, each preloaded chunk begins to play as soon as it
finishes downloading (we've attempted using stop() and
gotoAndStop(#) methods without success), so we thought we would
export the Captivate to Flash, add an initial frame that contains
an explicit stop(), and gotoAndPlay(2) when we're ready to play
that particular chunk.
But we run into a variation on the sound issue that Matt
reports. The Captivate-generated sounds (mouse clicks, keyboard key
clicks, etc) play, but our voice-over narration does NOT play.
Matt, it's been a couple of months since your post; have you
figured out how to deal with rdSoundHandler? Any tips you could
provide to us?
If anyone else understands the subtleties of
Captivate-generated Flash, I'd really appreciate any suggestions.
Otherwise, I'm going to have to try and convince a public K-12
school system to shell out enough money for Adobe Bronze Tech
Support (no easy feat).