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Animate CC audio issue

New Here ,
Sep 12, 2017 Sep 12, 2017

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I'm brand new to Animate CC so I truly appreciate your patience with me.  I'm using the creative cloud version if that helps to know upfront.

I've imported audio (a .WAV music track) into my library and then dragged/dropped into onto the stage.  The issue I'm experiencing is that during playback the audio can only be heard when I cue it from the very beginning of the track, but not when I cue it from a later point in the timeline.  Quite frustrating.

I did a quick screencapture video on my macbook pro, including audio, to show you exactly what I mean:

https://we.tl/MlV4R6EBNZ

Is there a setting that I need to adjust so that that audio can be cued up from anywhere in the timeline (such as it can be on iMovie, Final Cut, etc for example), or is this typical behavior of Animate CC software, or lastly is my version buggy/malfunctioning?

Thanks in advance.

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correct answers 1 Correct answer

LEGEND , Sep 12, 2017 Sep 12, 2017

If you select the sound in the timeline, then look at Properties, there is a synch option. Set that to be Stream. If Stream is grayed out it means you're using HTML5 instead of ActionScript 3. To get the sound to be able to start from anywhere, or to scrub the timeline, you need to be using an ActionScript 3 FLA.

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LEGEND ,
Sep 12, 2017 Sep 12, 2017

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If you select the sound in the timeline, then look at Properties, there is a synch option. Set that to be Stream. If Stream is grayed out it means you're using HTML5 instead of ActionScript 3. To get the sound to be able to start from anywhere, or to scrub the timeline, you need to be using an ActionScript 3 FLA.

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New Here ,
Sep 12, 2017 Sep 12, 2017

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That did the trick, I selected "Stream" form the dropdown menu and it works perfectly, thanks so much Colin!

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Community Beginner ,
Apr 14, 2020 Apr 14, 2020

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Hi Colin,

 

I am having the same problem but I am not using ActionScript 3.

How do I get this so I can get the sound to start from anywhere?

 

Aashita

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LEGEND ,
Apr 14, 2020 Apr 14, 2020

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I know that it's a requested feature, you can only hope that it's being given a high priority.

 

If you are doing an animation that needs to play on mobile browsers, create the whole thing as AS3, taking advantage of Stream sync so you can scrub the timeline to adjust the animation. Then either optimize your animation so that it keeps up with Event sound, or add code on these lines to the HTML5 Canvas version:

 

var starttime = createjs.Ticker.getTicks();
createjs.Ticker.setFPS(24);
this.addEventListener("tick", movealong);
self = this;
this.stop();
function movealong() {
var now = createjs.Ticker.getTicks();
self.gotoAndStop(Math.floor(now - starttime));
}

 

I wrote a longer post about that before, but it's in the old Adobe forum that is not online anymore.

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Community Beginner ,
Apr 14, 2020 Apr 14, 2020

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Hi Colin,

 

Thank you for the quick response, but I am still very confused. I don't understand what you mean by "code on these lines to the HTML5 version".

I am just making an animation for a basic laptop browser.

I think I have the HTML5 version since the option "Stream" is grayed out. 

 

How do I get the Audio Script 3 version?

 

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LEGEND ,
Apr 14, 2020 Apr 14, 2020

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File/New, Advanced, ActionScript 3.0.

 

For the browser you may need to convince it to allow Flash Player to run.

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LEGEND ,
Apr 15, 2020 Apr 15, 2020

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So guess what... Today's Animate update to 20.0.3 has added Stream audio sync to HTML5 Canvas. Feel free to scrub that timeline.

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Community Beginner ,
Apr 15, 2020 Apr 15, 2020

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I just updated and it works!!!

 

Thank you so much for answering our prayers Colin!!!

THANK YOU!!!!

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LEGEND ,
Apr 15, 2020 Apr 15, 2020

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The Animate team deserve the credit, I was just one of many who asked for the feature.

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Community Beginner ,
Mar 23, 2023 Mar 23, 2023

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LATEST

@Colin Holgate That, code snipet is an ingenius idea. I wanted to use it to sync audio inside a movie clip timeline. It seemed to work in that it moved the movieclip to different frames, but the audio still had a mind of it's own.

Ultimetly, I gave up and moved everything to the root timeline and used stream. There I seemed to run into another issue where gotoAndPlay() commands would only accasionaly goToAndPlay, sometimes they would go to the keyframe and then stop.

It's hard to be 100% as it was an intermitent problem, but it seems like putting empty keyframes on the timeline after a stream audio made the problem go away.

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New Here ,
Dec 24, 2020 Dec 24, 2020

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thank you  I will try that

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