Adding Sound FX...???

Is there a way to add sounds NOT LOOPS but sound effects like for me, I have some WHOOSH sounds I would like to incorporate into a song. I am not sure how to go about importing that file into ST then using it in a song.

A way to do this is by using a JMF player. Check out the JFM forum.

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    I have a pdf file with the added sounds, so I can not run the sound in adobe reader XI on my tablet samsung galaxi pro (android)

    Thanks for writing to us. Unfortunately, such advanced javascript support is currently not provided by Adobe Reader for Android.
    Thanks,
    Adobe Reader Team

  • I have just added sound fonts in my library bank, but everytime i try to load a sound tru DLS my logic crashes... Plz help.

    I have just added sound fonts in my library bank, but everytime i try to load a sound tru DLS my logic crashes... Plz help.
    cassykeys

    Have you tried importing them into the EXS 24 ? Assuming the process is the same if you're on Logic X, its just a matter of putting the soundfont files into the ~/Library/Application Support/Logic/Sampler Instruments folder and the EXS converts them when you try to load them - its explained properly in the Software Instruments manual (EXS24 section), but its very quick and  easy. It might provide a decent alternative.

  • How To Upload Picture And adding sound

    Hi all...
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    Eh
    Upload a picture, to what? Your PDA, an FTP server, what?
    and adding sound to the picture? or just to the application? Do you want a simple "Beep", or more?
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    Thats nice, I can take it then you have read the [url http://java.sun.com/docs/books/tutorial/index.html]tutorials, search google and the forums, and then posted here? It would be much faster.
    I am currently using JFrame as my GUI
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  • Added sound card, no onboard audio no more

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    I was wondering if there was a way of adding more sounds to the system alert sounds like frog, basso, glass etc? Thanks

    Put an aiff audio file into ~/Library/Sounds and it should show up in the Sound Effects preference pane to be chosen as an alert sound.

  • Adding sound to buttons causes then not to work.

    I have a flash project with 3 buttons in each frame 1 button is the correct answer and two are not
    here is the code
    import flash.events.Event;
    btnA.addEventListener(MouseEvent.CLICK, checkCorrectness);
    btnB.addEventListener(MouseEvent.CLICK, checkCorrectness);
    btnC.addEventListener(MouseEvent.CLICK, checkCorrectness);
    function checkCorrectness(e: Event): void {
      if (e.target == btnA) {
      if (correctA) {
      totalscore++;
      } else if (e.target == btnB) {
      if (correctB) {
      totalscore++;
      } else if (e.target == btnC) {
      if (correctC) {
      totalscore++;
      score.text = totalscore;
      if (totalscore == 18) {
      gotoAndStop(21);
      return;
      nextFrame();
    stop();
    var totalscore = 0;
    var correctA:Boolean = false;
    var correctB:Boolean = false;
    var correctC:Boolean = false;
    score.text=totalscore;
    each frame has this code below with the correct answer changing from frame to frame
    correctA = true;
    correctB = false;
    correctC = false;
    all works fine but now I have to use sound in the buttons so I duplicated a button and changed the name of one button to "true" and the original I changed to "false".
    I added  in each of the two new button names a sound effect ( sound 1 for button true and sound 2 for button false)
    So the frame list looks like this
    frame 1
    correctA = true;
    correctB = false;
    correctC = false;
    button name 1 true instance name btnA
    button name  2 false instance name btnB
    button name 3 false instance name btnC
    frame 2
    correctA = false;
    correctB = true;
    correctC = false;
    button name 1 false instance name btnA
    button name 2 true instance name btnB
    button name 3 false instance name btnC
    according to this each correct button would trigger sound1 telly the score and move to the next frame
    and each incorrect button would also tally the score and move to the next frame.
    Not all selections are making the frame move nor the score tally.
    any help.
    ALL OF THIS WORK FINE WITHOUT THE SOUND AND THE BUTON NAMES CHANGED. SO THE RESULT IS I ONLY HAVE A WORKING FILE BUT WITHOUT THE SOUNDS FOR EACH BUTTON.
    R

    Great works like a charm, one thing though. Every time I click the Incorrect button button I hear that audio twice . I checked the actual mp3 and it just one sound.
    Heres the code you gave me
    var correctSound:CorrectSound=new CorrectSound();  // assign this class
    var incorrectSound:IncorrectSound=new IncorrectSound();  "  "
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      if (e.target == btnA) {
      if (correctA) {
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      }else{
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      if (correctB) {
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      }else{
    soundF(false);
      } else if (e.target == btnC) {
      if (correctC) {
      totalscore++;
    soundF(true);
      }else{
    soundF(false);
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      if (totalscore == 18) {
      gotoAndStop(21);
      return;
      nextFrame();
    function soundF(b:Boolean):void{
    if(b){
    correctSound.play();
    } else {
    incorrectSound.play();

  • Adding Sound to Movie Clips

    I am relatively new to Flash and I have taken over a Flash
    project that was made out of Movie Clips (.swfs). This was done by
    creating the presentation out of 5 separate documents (saved as
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    to make the music play continously through all five movies?
    Any help will be greatly appreciated!!
    Thanks!

    Fritza8 wrote:
    > I am relatively new to Flash and I have taken over a
    Flash project that was
    > made out of Movie Clips (.swfs). This was done by
    creating the presentation out
    > of 5 separate documents (saved as .swfs) with a behavior
    action added to the
    > last frame of each file telling the movie to load the
    next external movieclip.
    >
    > Now that the project is finished, I am not sure if there
    is any way to add
    > sound to the file since it is made out of separate
    movieclips rather than one
    > long flash document. Everytime the new movieclip loads,
    the music will either
    > start over at the beginning for that document, or stop
    playing all together. Is
    > there any way to make the music play continously through
    all five movies?
    >
    > Any help will be greatly appreciated!!
    > Thanks!
    Place the music in main level while loading the other content
    in level 1.
    Levels run independently and while the other movie keep
    loading one after
    another, it won't interrupt the sound in main level.
    Best Regards
    Urami
    !!!!!!! Merry Christmas !!!!!!!
    Happy New Year
    <urami>
    If you want to mail me - DO NOT LAUGH AT MY ADDRESS
    </urami>

  • Adding sound to game application

    Can anyone assist me or provide a link as to how I can add sound to an application(non-applet)? In this case it is a space invaders clone tutorial; now I would like to add sound to when either the player or the aliens fire a laser. The problem is that I'm not sure how to do it. I initially tried using the AudioStream attribute from the sun.audio class but it did not work. Also I would like to add new images to the game background but when I add images to the panel, it does not appear when executed; the game loop I think affects this. Here is some code snippets:
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              container.setResizable(false);
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              container.addWindowListener(new WindowAdapter() {
                   public void windowClosing(WindowEvent e) {
                        System.exit(0);
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         }then the class for firing a shot:
    public class ShotEntity extends Entity {
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         private double moveSpeed = -300;
         /** The game in which this entity exists */
         private Game game;
         /** True if this shot has been "used", i.e. its hit something */
         private boolean used = false;
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          * @param sprite The sprite representing this shot
          * @param x The initial x location of the shot
          * @param y The initial y location of the shot
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          * @param delta The time that has elapsed since last move
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              // proceed with normal move
              super.move(delta);
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              if (y < -100) {
                   game.removeEntity(this);
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          * entity
          * @parma other The other entity with which we've collided
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              if (used) {
                   return;
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                   game.removeEntity(this);
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                   game.notifyAlienKilled();
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    }The main game loop:
    public void gameLoop() {
              long lastLoopTime = System.currentTimeMillis();
              // keep looping round til the game ends
              while (gameRunning) {
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                   // will be used to calculate how far the entities should
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                   long delta = System.currentTimeMillis() - lastLoopTime;
                   lastLoopTime = System.currentTimeMillis();
                   // Get hold of a graphics context for the accelerated
                   // surface and blank it out
                   Graphics2D g = (Graphics2D) strategy.getDrawGraphics();
                   g.setColor(Color.black);
                   g.fillRect(0,0,800,600);
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                   if (!waitingForKeyPress) {
                        for (int i=0;i<entities.size();i++) {
                             Entity entity = (Entity) entities.get(i);
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                   for (int i=0;i<entities.size();i++) {
                        Entity entity = (Entity) entities.get(i);
                        entity.draw(g);
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                   // every other entity. If any of them collide notify
                   // both entities that the collision has occured
                   for (int p=0;p<entities.size();p++) {
                        for (int s=p+1;s<entities.size();s++) {
                             Entity me = (Entity) entities.get(p);
                             Entity him = (Entity) entities.get(s);
                             if (me.collidesWith(him)) {
                                  me.collidedWith(him);
                                  him.collidedWith(me);
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                   entities.removeAll(removeList);
                   removeList.clear();
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                   // their personal logic should be considered.
                   if (logicRequiredThisLoop) {
                        for (int i=0;i<entities.size();i++) {
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                   // current message
                   if (waitingForKeyPress) {
                        g.setColor(Color.white);
                        g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250);
                        g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300);
                   // finally, we've completed drawing so clear up the graphics
                   // and flip the buffer over
                   g.dispose();
                   strategy.show();
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                   // update the movement appropraitely
                   ship.setHorizontalMovement(0);
                   if ((leftPressed) && (!rightPressed)) {
                        ship.setHorizontalMovement(-moveSpeed);
                   } else if ((rightPressed) && (!leftPressed)) {
                        ship.setHorizontalMovement(moveSpeed);
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                   // 100 fps but on windows this might vary each loop due to
                   // a bad implementation of timer
                   try { Thread.sleep(10); } catch (Exception e) {}
         

    for basic sounds, you can use the JavaSound API.
    http://java.sun.com/docs/books/tutorial/sound/index.html
    There are plugin libraries available that add MP3 and OGG support to it.
    http://www.javazoom.net/index.shtml

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  • Problems adding sound

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  • I NEED HELP using Site Builder for adding sound to my personal webspace ~~ getting error!!

    I am trying to add a sound .wav file to my personal webspace and keep getting this error. 
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    If it did work then we know that there's nothing wrong with the site support for mp3 files. The problem is with how Itunes ripped the CD then if the website wasn't even accepting the .wav file it created. Try using another program to rip the CD. If you have a windows computer, you can use Windows Media Player to do the ripping. See if that works for you.
    Anthony_VZ
    **If someones post has helped you, please acknowledge their assistance by clicking the red thumbs up button to give them Kudos. If you are the original poster and any response gave you your answer, please mark the post that had the answer as the solution**
    Notice: Content posted by Verizon employees is meant to be informational and does not supersede or change the Verizon Forums User Guidelines or Terms or Service, or your Customer Agreement Terms and Conditions or plan

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