Embeded flv music in swf? 

A client wants a music player that has embedded music, rather
than streaming from a separate mp3 file. I explained the file would
be much faster loading if we could stream it, but he said something
about how that wouldn't work with his .net framework. He said that
the last flash guy that he worked with was able to do this for him.
I've already converted the audio into an flv. and I've gotten
the song down to about 1.9 mb. which will have to do.
Does anybody know how I would go about accomplishing this? I
only know how to stream.

jonnyfogel,
>A client wants a music player that has embedded music,
> rather than streaming from a separate mp3 file.
Heh, the customer is always right. ;)
> I explained the file would be much faster loading if we
> could stream it, but he said something about how that
> wouldn't work with his .net framework.
That just doesn't make sense, honestly. As long as his web
server knows
what an MP3 is, and is allowed to serve it up when requested,
an external
audio file is definitely the better way to go.
> I've already converted the audio into an flv. and I've
gotten
> the song down to about 1.9 mb. which will have to do.
Not sure why the audio needs to be converted to an FLV
first. As a
rule, FLV is a video format (though strictly speaking, you
could have a
videoless video file). I would export the audio as an MP3
file, or some
other strictly audio format (e.g., WAV or AIFF), then import
that into the
Library. Right-click your audio Library asset and choose
Properties to see
what your various compression settings are.
For example, even if the original file is greater than
1.9MB, you can
adjust the compression settings inside Flash to experiment
until you hit the
"sweet spot" balance between fidelity and file size. You can
never get
better fidelity than what the original file has, so if your
Library asset is
already compressed, you can only bump it down in quality.
Food for thought.
With your settings configured (you'll see a Test button in
the Audio
Properties dialog), insert a keyframe in the main timeline
where the audio
should start. Click inside that keyframe and use the Property
inspector to
select your audio asset from the Library. Using this
approach, you have
effectively two choices: Event sound or Stream sound. Event
sounds load
into memory fully before they start to play. This means the
playhead can be
paused (stop() action) and the audio will keep playing until
you stop it.
Stream means the only that *frame*'s worth of audio loads, so
you could
potentially need *tons* of additional frames in that timeline
in order for
the full audio to be heard. There are pros and cons to
everything, and the
pro to Stream means you can potentially start hearing the
audio before the
SWF fully loads. The con, as I mentioned, is that you have to
add enough
frames to hear the audio play out.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."

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