This content has been marked as final. Show 7 replies
does your sound/animation syncing depend upon a constant swf frame rate? if so, then you'll have the problems you described unless you're using self-correcting code to maintain that frame rate.
Yes, I've broken the speech down to phonemes at 24fps. I've noticed though that Flash will skip frames in order to keep up with the sound. Sometimes the mouths make hasty changes but this seems to work fine as it generally keeps up. In the case described above, it simply plays the audio twice. I'm baffled.
For my gee-whiz file, how would you self correct?
first, ad a frame counter to see if your swf is maintaining 24 fps. if it is, frame rate's not the issue.
to create a frame counter, create an empty movieclip and ad a textfield with instance name tf to the stage. attached to its first frame ad the code below.
ad this movieclip to top layer in one of your scenes that gets out-of-sync and watch the frame rate to see if it maintains 24:
Tried it. It's not the frame rate. There's something about this clip that is misbehaved. Did you try the FLA? Does it repeat audio for you? Thanks for your help.
i downloaded your file and started to play it, but grew inpatient.
if each scene plays fine on its own you could use loadMovie() to load each scene in turn after creating a swf to correspond to each scene.
Why impatient? I'd really like to find out what's going on. The nature of what I'm doing requires that I get control of how and why things play when they play. For examle, why should it play differently to daisyChain loadMovie as opposed to chaining gotoAndPlay("scene", 1)?
I'd also then need a preloader to insure all movies were ready or the animation would pause. I'll keep playing at it.
Thanks for trying.