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Embedding Sound with Flash, Part II: Playing Variations

Developer News
News Flash: Adobe Has iPhone Workaround
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A Salute to Visionary CEOs

A Final Word

In this column we continued our first installment on FlashSound JavaScript API, Embedding Sound with Flash, Part I: The Basics. We focused in this column on different options to control sound tracks in Flash. Flash format is very rich in the number of different ways you can play multiple tracks. You can pile up tracks, you can forbid parallel playing, you stop before re-triggering, etc. We demonstrated these methods, and gave you some factors to weight when you come to choose your playing strategy. We also demonstrated looping and autostarting tracks. Finally, we explained how to extract the embedded object's ID, and how to use it to access non-API properties.

In this column you have learned:

You could download the Flash Player, the FlashSound JavaScript API, and the three SWF examples we use in this column: funkymusic, ring over, scale music, loop demo, and theme music. You could also find these files in one zipped file.

Next: How to use DOCJSLIB's principles

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Produced by Yehuda Shiran and Tomer Shiran
All Rights Reserved. Legal Notices.
Created: April 23, 2001
Revised: April 23, 2001

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