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Using Sounds

Now that you've imported sounds into a movie, you can explore how to make them play at the correct times. There's really only one place you can use sounds in Flash: in keyframes. (An exception is adding sounds dynamically by using the Sound object in the ActionScript language for which I'll provide the starter code after this hour's summary.) If you want a sound to play whenever the user places his or her cursor over a button, you still need to place the sound in a keyframe—it's just a keyframe in the button. Attaching sounds to a button is rather more complex, and we'll cover it in depth in Hour 14, “Making Buttons for the User to Click.”

Now that you understand sounds go in keyframes, you need a way to put them there. When you select a keyframe, the Properties panel provides a way to control what sounds play when you reach the selected keyframe. Flash provides other clues for you to “see” where sounds have been placed. For example, if your Timeline is long enough, you'll see a waveform (a picture of a sound) for the sounds being used (as shown in Figure 10.3).


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