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1

Audio won't play in Animate

Community Beginner ,
Apr 24, 2019 Apr 24, 2019

I'm trying to import some audio into an Animate project on my MacBook Pro, but when it gets added to the project, it is represented by a flat line, and when I press play, there's only silence. I've imported it as a PCM wave file, an AIFF file, and an mp3 file, and none of them work. What should I do?

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correct answers 1 Correct answer

Valorous Hero , Apr 24, 2019 Apr 24, 2019

Hi mate,

Before you feed an audio file to Animate, make sure it is 16-bit, 44kHz PCM.

Then it will work.

CBR MP3s work too.

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Community Expert ,
Apr 24, 2019 Apr 24, 2019

if its a flat line, it seems that the clip has no audio. Have you been able to play it elsewhere? Have you added audio in Animate before?

Thanks,

mark

headTrix, Inc. | Adobe Certified Training & Consulting
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Community Beginner ,
Apr 24, 2019 Apr 24, 2019

It's an audio clip that I worked on in Adobe Audition, and it works perfectly there.

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Community Expert ,
Apr 24, 2019 Apr 24, 2019

ok. after you import it into the timeline, try moving the playhead down the timeline, lets say to frame 50 (you made need to add more frames to hear the full sound) and on frame 50 or so, press F5 or right-click> Insert Frame

Now your sound should play when you press enter or if you test your movie (Command>Return)

Hope that helps. If not, please send me the audio file.

thanks,
Mark

headTrix, Inc. | Adobe Certified Training & Consulting
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Valorous Hero ,
Apr 24, 2019 Apr 24, 2019

Hi mate,

Before you feed an audio file to Animate, make sure it is 16-bit, 44kHz PCM.

Then it will work.

CBR MP3s work too.

Nick - Character Designer and Animator, Flash user since 1998
Member of the Flanimate Power Tools team - extensions for character animation
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Community Beginner ,
Apr 24, 2019 Apr 24, 2019

Apparently it's a 32-bit 44.1kHz PCMwav file. How do I change that?

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Valorous Hero ,
Apr 24, 2019 Apr 24, 2019

In an audio application such as Audacity, Audition or other audio converter.

Go from 32-bit to 16-bit; 44.1kHz is what you need.

Nick - Character Designer and Animator, Flash user since 1998
Member of the Flanimate Power Tools team - extensions for character animation
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Community Beginner ,
Jul 11, 2022 Jul 11, 2022

thanks. you made my day!

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Community Beginner ,
Nov 18, 2021 Nov 18, 2021

hi. i have done all the above steps, which is put the sound in the library, add a new layer, put sound in new layer, allow it to fade to right and also stream it. but it still cant play my sound. 

 

this is my problem
i place my sound in a graphic symbol.. and when i press enter > it has sound.. only no sound when i export movie or publish movie/window exe. can someone please help me with this?

thanks.

* but if i place the sound on the main timeline.... it works fine.

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Valorous Hero ,
Nov 18, 2021 Nov 18, 2021

Sounds inside Graphic Symbols are for preview purposes only.

All sounds for video export have to be on the Main Timeline.

 

Nick - Character Designer and Animator, Flash user since 1998
Member of the Flanimate Power Tools team - extensions for character animation
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Community Beginner ,
Nov 18, 2021 Nov 18, 2021

thanks.... so even in movie clip also cant play?

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Valorous Hero ,
Nov 19, 2021 Nov 19, 2021

Movie Clip is a different story. It will play, but you may face other complications, while exporting.

 

Nick - Character Designer and Animator, Flash user since 1998
Member of the Flanimate Power Tools team - extensions for character animation
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Explorer ,
Oct 31, 2024 Oct 31, 2024

Nick, my own audio file is WAV format and is both 16 bit and 44.1 kHz, which I've imported into an audio layer in Adobe Animate, but when I test the movie in a browser, the audio never plays unless I've got it on loop and I click somewhere on the playing movie itself in the browser. On second play, the audio kicks in. Is this just a feature of testing, and all will work fine hosted on a server? My end format: I've converted the Animate file to HTML5 Canvas and then imported into a Captivate course I'm building. The audio doesn't play there either on course export to HTML5, though the video aspects work fine. Should it play fine once hosted on a server? What else might be a problem? I've thought about attaching the audio to the imported animation once in Captivate, and do an interactive layer on top of the video (it's really just an intro an overlays will be used to display content in Captivate anyway as I need to be able to track those items with Captivate's Advanced Actions and variables.) Any info helps, as I'm not expert with sound files, I just play around with Audition or Audacity until something works. Thank you 🙂

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Community Expert ,
Oct 31, 2024 Oct 31, 2024

with html5 you need user interaction (eg, a click) to start audio

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Explorer ,
Nov 01, 2024 Nov 01, 2024

Thanks for the response. I've got an action to stop on frame one where there is a play button, so the animation doesn't just start if the viewer isn't ready. The audio is on slide two. The play button sends the viewer to slide two on; is that not enough to launch the video as it does the visual animation? Do I actively have to add an actionscript element that says play sound, then?

 

I found this on a search . . . this what I need? (Although I don't understand the Channel bit):

Sound.play(startTime:Number = 0, loops:int = 0, sndTransform:flash.media:SoundTransform = null):SoundChannel

 

------------edit-----------------

OK, code snippets in-app gave me the following, but it's referencing an external sound at a URL, whereas I've imported a sound into it's own layer (which plays fine in test mode); confused, so any addt'l help is appreciated (and any animate/as3 resources you recommend):

/* Click to Play/Stop Sound
Clicking on the symbol instance plays the specified sound.
Clicking on the symbol instance a second time stops the sound.
 
Instructions:
1. Replace "http://www.helpexamples.com/flash/sound/song1.mp3" below with the desired URL address of your sound file. Keep the quotation marks ("").
*/
 
button_1.addEventListener(MouseEvent.CLICK, fl_ClickToPlayStopSound);
 
var fl_SC:SoundChannel;
 
//This variable keeps track of whether you want to play or stop the sound
var fl_ToPlay:Boolean = true;
 
function fl_ClickToPlayStopSound(evt:MouseEvent):void
{
if(fl_ToPlay)
{
var s:Sound = new Sound(new URLRequest("http://www.helpexamples.com/flash/sound/song1.mp3"));
fl_SC = s.play();
}
else
{
fl_SC.stop();
}
fl_ToPlay = !fl_ToPlay;
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Community Expert ,
Nov 01, 2024 Nov 01, 2024

you don't need code to play sound, though that can be used, but not the code you showed which is actionscript 3 and not applicable to html5/canvas projects that use javascript code.

 

anyway, if your sound is attached to a layer in the main timeline and the sound starts on frame 2, a this.stop() on frame 1 with a button that directs the timeline to play will work (if the code is correct and the sound is attached correctly).  ie, copy and paste the code you used and copy and paste a screenshot of your main timeline showing, at least, the frames with the start and a bit more of your sound.

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Explorer ,
Nov 04, 2024 Nov 04, 2024

Thank you @kglad . . . I appreciate the info. My other system that houses creative software is down, so I can only emil at present, but will get screenshots when I'm back up. So if I want to use js instead of  as3, do I place js code in the same window as I would the as? 

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Community Expert ,
Nov 04, 2024 Nov 04, 2024

yes, you would use the actions panel for code in as3 and in canvas/html5

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Explorer ,
Nov 12, 2024 Nov 12, 2024

This is what I have in the actions panel:

-------------------------------

this.stop();
this.button_1.addEventListener("click", fl_ClickToGoToAndPlayFromFrame.bind(this));
function fl_ClickToGoToAndPlayFromFrame()
{
this.gotoAndPlay(2);
}
 
this.stop();
--------------------------------
. . . and the action works as anticipated, except the sound doesn't play when I open the file in a browser.
Update: after a search on CoPilot, it brought to my attention the whole browsers blocking autoplay—which would affect me testing the animation in a browser. *Doh!* So I'm thinking that the interaction of the user clicking the play button will bypass that, but maybe is not giving the sound enough time to load as it starts immediately upon play (in the second frame with the visual action as well). If so CoPilot mentioned the need to possibly add a buffer at the start of the audio file, like .5 seconds (I'm assuming of 'silence' . . .  But not sure this would fix the problem?), or increase the preload time. There are so many factors using Audition to import sound files, edit, export for use in Animate, then export to work in HTML/JS for another import to Captivate and publish as a course. (ack *help!*) They're all Adobe apps at least, but man, is there an expert or Community on here that focuses on all of these to get audio to work appropriately? I'm looking into the Preload thing . . . thanks for pointers in any resource direction or definitive fixes!
 
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Community Expert ,
Nov 12, 2024 Nov 12, 2024

users have to interact (eg, click) with your app.

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Explorer ,
Nov 13, 2024 Nov 13, 2024

Yes, obviously. That's why I have them "click" a button. Visual movement happens, audio does not. Also after importing the animation into Captivate and publishing. Maybe I need to take this to a Captivate conversation . . .

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Community Expert ,
Nov 13, 2024 Nov 13, 2024

if the sound is attached to a timelime, it must be sync's to stream

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Explorer ,
Nov 20, 2024 Nov 20, 2024

OMG - that was it! And only after you wrote that did a synapse in my brain connect with a memory from like 25 years ago when using Flash and having the same problem. You'd think I would've remembered, as frustrated as I was back then. This was a total repeat. Thank you so much for the simple reminder / fix @kglad.
Sorry, Kglad - I was looking all over for the Mark this as Correct Answer . . . then I realized I'd responded in a string started by another which was already answered. *facepalm* . . . Anyway. Thank you so much for being willing to read my questions and respond despite this being another's answered thread (you genuinely wanted to be helpful not just rank up 😉  Made my day.

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Community Expert ,
Nov 20, 2024 Nov 20, 2024
LATEST

that was a pretty nice reply. and you're very welcome.

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