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Clipping and reusing sounds


    LiveMotion clips off extra sound data you don't need. For instance, suppose you want only the first second's worth of a 3-second sound, so you slide the endpoint of the sound's lifetime back to 1 second. LiveMotion will export only 1 second's worth of the sound. However, if you use the sound again later but this time you use all 3 seconds, LiveMotion stores a second copy of the sound, meaning you now have a total of 4 seconds' worth of audio data in your SWF.

    To avoid the extra file size, you can place your sounds in movie clip groups, then set the endpoint of the movie clip groups so that the sound is clipped where you want, but the entire sound is stored just once. Note, however, that because the Flash player doesn't synchronize event sounds and animation, setting the endpoints in this way might not clip the sounds exactly where you specified. Because this depends heavily on processor speed, frame rate, and other factors, you should test your SWF on various computers.

    If you need to synchronize animation events with sound, you should set your sounds to be Streaming Sounds instead of Event Sounds in the Properties palette.