Looped sound in Flash / Soundbooth

paulCardiff used Ask the Experts™
Hi Guys,

I'm working on a flash project that includes a car in every scene (the same car). My intention is to create a loop of the engine humm to play throughout the movie (all scenes).

I have a good quality engine noise sample that I should be able to edit to create a continuous engine humm loop. However I have encountered some problems, some in flash, some in soundbooth when editing the sample. These are as follows:

1. When cropping my original engine noise audio to create a loop of the engine humm there seems to be a crackling sound at the point at which I have cropped the original audio. The result of this is that when I play the looped sound there is a split second of crackling between each play making it obvious that its a looped sound. No matter how i cut it it seems to be there each time. How can I eradicate this?

2. What is the best way to have this sound effect loop throughout my flash movie (incluing all scenes). The loop must be seamles with even a split second pays between plays ruining the effect?

Any/all help would be much appreciated

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I'm not sure if this will help but I would give you these 2 things that pop into my mind. I don't actually have soundbooth so this is all off the top of my head, using Audition and my home recording setup.

1. When you crop the sound I would make sure the you crop it right where the wave touches the 0 line and make sure the other end ends on the opposite wave so that they match up fluidly as if you were looking right at the wave. I don't see this making much of a difference but it could be enough that you notice.

2. Use a wav in flash, not mp3, you need to be able to access the data as fast as possible to loop as seamlessly as possible. Then, depending on your version of actionscript, attach an event listener to play the sound as soon as it completes.

Hope this helps


Thanks. That sounds like sound advice to me. How do I attach an event listener? I'm using actionscript 2.0.
In AS2 it would be something like
yourSound.onSoundComplete = function()
I also came across this, I'm not sure how well it would work, but when you call your first play() you could try call it like this.
yourSound.play(0, int.MAX_VALUE);
This will make it loop automatically 2,147,483,647 times. While this is not an infinite loop, if your audio is a mere 0.5 seconds in length, the sound would repeat for 34 years.

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I personally would like to know how my solutions have fared!

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