Reflecting on the sounds and buttons we have made
In this past tutorial we have learned how to make buttons, use buttons from the library, and insert sounds.
But did we really learn it? How well? I mean the textbook is like the output and we are the input into the Flash program. We could do it four times, but do we really know the purpose of a frame label or why we put the name of a label into a 'Go to And Play' dialog box?
Could you create a button and script it without help?
Another way to make our learning concrete is not only when we apply our skills but analyze them in conversation.
Think, think for a minute about how you made buttons and sounds in this last tutorial. Tell me in two sentences a detailed explanation of something you learned in the tutorial.
A good example:
I learned that you put a button's sound on a layer in it's timeline not the scene's timeline.
A bad example:
I learned how to make a button. ( this example is bad b/c it does not tell the reader anything about HOW a button is made, got it?)
Please blog as other and type in your name

23 Comments:
I learned that you need to add a blank keyframe to a layer in order to create a lable or add a behavior to it.
i learned that u need to import the sound. i also learned that a button has four key frames up down over hit err somthing like that
i learned that you can make music play and stop by a button i made. the button can even nute the whole thing at the same time.
I also learned that a lable can be used to mark a spot on the time line that won't be changed if you ad or remove frames.
I learned that you pout a buttons sound on a layer in its timeline not the scenes timeline
I learned that when making a button you pick your sound in the symbol editing mode? and it plays :0)and justin has the puffy vest.
you have to import a sound into symbol editing mode.
to make sound, you have to import a sound clip into the library.
I have learned that to make a button you must go to the button library and not the regular library. All buttons have there own layers were you must go to make all the sounds and movments work. Also the behaviors panel is used to tell the buttons what you want them to do at that time.
I learned that a mute button is always helpful.[/sarcasm]
Seriously, I learned that a buttons timeline can sometimes be out of sync to the actual event it is controlling. I also learned that a keyframe must be added to a button to add a sound at the particular part.
In which timeline do you apply an action or behavior to a button?
How do you import a sound to a button?
how many frames does a button have, and list them in order?
How would you go about inserting a background sound, that loops 5 times, and does not overlap itself?
In What Frame does the "Pushing Effect" Take place?
why does the sound and music overlap sometimes?
Where do you import a sound to?
Where do you import a sound to?
to the libary
Answer to Justins
a sound is imported to the libary.
you would import it from a folder and add it to 1 of the buttons frames that u want it to play at within the button
XD LOL OMG Pwned:
In What Frame does the "Pushing Effect" Take place?
the "pushing effect" takes place in a button symbol's timeline in the "down" frame.
There are four frames to a sound. they are up down over and hit.
At 1/06/2006 7:07 AM, Lord Wyatt Arnesen said...
How would you go about inserting a background sound, that loops 5 times, and does not overlap itself?
Well lets see... you need to import a Backround sound or song first, do that by going into the file and import to library...Pick the desired and supported file. Now for a Backround sound, it must be put into the Scene Timeline on its own layer. In Frame 1, go to your Properties panel and under the Sound Dragdown menu, your sound should be there, click it. And then Sync: Event - Repeat - 5 times... thats all! you asked to loop 5 times however, "Loop" is infanite so you really cant "Loop" anything soo many times- you can only do it once, however, you can Repeat it 5 times.
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