Sound/Volume Problems
Whenever I try to adjust the volume on my ipod touch while playing a song a get a crackling noise and the slider shakes. I know it is not a problem with my earbuds because I have tried using different types of earbuds and still have the same problem. I have also tried restoring my ipod. Any help is greatly appreciated.
Message was edited by: atmtcprincess
Gary,
There is a lot I don't know yet, but I definitely managed to raise the volume by cutting off the sound check and the equalizer when importing new stuff. As a test, I can now hear the words in an audiobook, although the volume is still on maximum for my iPod and car tape player. Unfortunately the old stuff still sounds too faint. (Is this iPod actually updating?)
There is a problem with my car tape player. I haven't bought a head cleaning kit yet, but plan to do so. I connected an FM transmitter and tested the sound -- it was a lot louder. (In my area, I cannot use an FM transmitter in the city because of FM interference. No empty stations. So I either need earphones or to make the tape player work. Or a new car
I don't know yet whether it's the Sound Check or Equalizer that makes the difference. I don't think I ever used Sound Enhancer.
You can raise the volume by selecting songs, going to "Get Info" and resetting the volume bar. This seems to make it louder on the Mac speakers. I cannot tell that anything is getting through to the iPod -- I simply don't hear it yet.
I don't know yet if importing when using Sound Check does anything permanent to the volume of the song. I hope not.
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There is a lot I don't know yet, but I definitely managed to raise the volume by cutting off the sound check and the equalizer when importing new stuff. As a test, I can now hear the words in an audiobook, although the volume is still on maximum for my iPod and car tape player. Unfortunately the old stuff still sounds too faint. (Is this iPod actually updating?)
There is a problem with my car tape player. I haven't bought a head cleaning kit yet, but plan to do so. I connected an FM transmitter and tested the sound -- it was a lot louder. (In my area, I cannot use an FM transmitter in the city because of FM interference. No empty stations. So I either need earphones or to make the tape player work. Or a new car
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I don't know yet if importing when using Sound Check does anything permanent to the volume of the song. I hope not. -
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iPad User Guide
http://help.apple.com/ipad/7/#/iPad99f37037
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iTunes 11 for Windows: Download previous purchases from the iTunes Store
http://support.apple.com/kb/PH12491
Or
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http://support.apple.com/kb/PH12283
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Thanks for your help
Charine
++++++++++++++++++++++++++++
Here is my code:
package
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.events.Event;
import flash.media.SoundChannel;
import flash.media.SoundMixer;
import flash.media.SoundTransform;
public class BugGoopFSGame extends MovieClip
public var mybackground:BackGround;
// public var LetterArray:LetterArray = new LetterArray(stage);
public var lettera:A;
public var cinders:Cinders;
public var gameTimer:Timer;
public var spidy:Spidy;
public var myplaybtn:Play;
public var timerback:TimerBack;
public var timermiddle:TimerMiddle;
public var timerfront:TimerFront;
public var settings_btn:Settings_btn;
public var sound1:Sound1;
public var channel:SoundChannel = (new Sound1()).play(0, int.MAX_VALUE);
public var channel:SoundTransform = (new Sound1()).volume(0.5,1.0); //This is where the problem is - Line 30 1151: A conflict exists with definition in namespace internal.
public function BugGoopFSGame()
sound1 = new Sound1();
//rest is not relevant to thisTry this version that I put together. I attached the sound playing to the onClick function at the bottom. This may not be the correct place, you can move the code to any function that you like. The sound will not play from the variable declaration section of the class, it really needs to be in a function.
package {
import flash.display.*;
import flash.utils.Timer;
import flash.events.*;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.events.Event;
import flash.media.SoundChannel;
import flash.media.SoundMixer;
import flash.media.SoundTransform;
import flash.text.*;
import flash.net.URLRequest;
public class BugGoopFSGame extends MovieClip
public var mybackground:BackGround;
public var letterArray:LetterArray = new LetterArray(stage);
public var lettera:A;
public var cinders:Cinders;
public var gameTimer:Timer;
public var spidy:Spidy;
public var myplaybtn:Play;
public var timerback:TimerBack;
public var timermiddle:TimerMiddle;
public var timerfront:TimerFront;
public var settings_btn:Settings_btn;
public var sound1:Sound;
public var channel1:SoundChannel = new SoundChannel();
public var channel2:SoundTransform = channel1.soundTransform;
public function BugGoopFSGame()
// this assumes that you have a sound file in a movie Library
// with a class name of "Sound1"
sound1 = new DeltaFog();
lettera = new A ();
addChild(lettera);
mybackground = new BackGround ();
addChild(mybackground);
cinders = new Cinders();
addChild(cinders);
spidy = new Spidy();
addChild(spidy);
myplaybtn = new Play();
addChild(myplaybtn);
timerback = new TimerBack();
addChild(timerback);
timermiddle = new TimerMiddle();
addChild(timermiddle);
timerfront = new TimerFront();
addChild(timerfront);
settings_btn = new Settings_btn();
addChild(settings_btn);
gameTimer = new Timer(31,5120);
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myplaybtn.addEventListener(MouseEvent.CLICK, startTimer);
//Add event listener for timer;
gameTimer.addEventListener(TimerEvent.TIMER, tickTock);
gameTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerFinished);
gameTimer.addEventListener(TimerEvent.TIMER, fadeIn);
gameTimer.addEventListener(TimerEvent.TIMER, moveA);
gameTimer.addEventListener(TimerEvent.TIMER, scaleLifeBar);
//Add event listener for when lettera is clicked
lettera.addEventListener(MouseEvent.MOUSE_DOWN, onClick);
//Start timer function
public function startTimer(timerEvent:MouseEvent):void
gameTimer.start();
trace("Timer started");
myplaybtn.visible = false;
public function tickTock(timerEvent:TimerEvent):void
trace("Tick");
public function timerFinished(timerEvent:TimerEvent):void
trace("Timer is finished");
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timermiddle.scaleLifeBar();
public function fadeIn(timerEvent:TimerEvent):void
lettera.fadeIn();
public function moveA(timerEvent:TimerEvent):void
lettera.moveA();
public function onClick(event:MouseEvent):void
trace("The letter a was clicked");
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// be "sound1.play(0,int.MAX_VALUE);" if you don't need
// the volume
channel1 = sound1.play(0, int.MAX_VALUE);
// set a value for the volume to be used
channel2.volume = .5;
// connect the volume to the sound channel
channel1.soundTransform = channel2; -
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