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Integrated Sound Effects

The sound effects that come with each Sound Family are short riffs or clips that are extracted directly from the instrument Layers. Every sound effect is therefore in the same key, timbre, instrumentation, and style as the overall piece. By using these integrated sounds for mouse events and transitions, rather than using unrelated sound effects, you can create much more cohesive and professional sounding interactive scores. Using stock sound effects such as booms, whooshes, and hits, that have no correlation to your background music and were not mastered to be sonically compatible, just makes your soundtrack sound shabby.


Event Sounds: Mouse-overs and Transitions

Generally speaking, there are two types of event sounds: Mouse-over events, which occur, you guessed it, when the user mouses over a hot spot, and Transitions, which occur most commonly on mouse clicks, but also can happen programmatically. The distinction between these two types of sounds is based on three sonic attributes: attack, rhythm, and blend.

Mouse-overs usually need to be soft-attack, arrhythmic and high-blend, whereas transition sounds are usually more effective with hard-attack, and have more flexibility with regard to rhythm and blend. Of course, there are no hard and fast rules. This model assumes that you are working with a background music track and therefore want mouse-overs to occur smoothly, on top of the music. Transition sounds, on the other hand, are often used to change scenes, and benefit by having a hard attack, which acts as a distraction to cover up the abruptness of a sudden stop or change in the background music.

The following is a simple illustration of this concept:

First, lets create a button with a soft-attack mouse-over sound attached to the "over" state of the button, and a hard attack transition sound to the mouse "hit" state. For the sake of illustration, I have imported two chunks and assigned one to frame one, and the other to frame five. Set the number of loops for each sound to a high number, so it will play continuously. On the next frame following each sound keyframe, insert a stop action. This will stop the playhead in order to wait for user interaction, but the sound will have already been triggered and continue to play. I have added an instance of the button we just created at frame one and frame five, also. The frame one instance includes a "goto and play(frame 5)" action, and the frame five instance includes a "goto and play(frame 1)" action.

Document

We're pretty well finished. But there's one more important thing we need to do. We need to tell the current playing loop to stop playing when the button is clicked so that we don't end up with a cachaphony of loops layering over one another. We could use a" stop all sounds" action for our button, but that would negate the mouse hit sound we just created. Instead, insert the sound on the timeline you wish to stop, and set it's sync method to "stop".

[Watch Movie]

hint: In case you were wondering why we did this on the main timeline rather than attaching the stop sounds to the over or hit state of our button, the answer is that buttons do not allow multiple layers of sound, and therefore cannot render both our mouse-hit sound and stop sounds.


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More Resources
An Introduction to Flash
Embedding Flash Movies
Learn how to use Graphics Editors
Logo Design - Tips
Creating an Image file
Adding Sparkles to Text
Drop Shadow Effect
Clouds and Lens Flare effect
Creating Transparent GIFs
How to create Icons

Suggested Reading

Beginning Active Server Pages 3.0
JavaScript Bible
Red Hat Linux
Dreamweaver 3.0
HTML Bible



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