【发布时间】:2015-05-13 18:55:19
【问题描述】:
我无法让 FlashPro CC HTML5 Canvas 导出来处理 iPad/iPhone 上的声音。 我在 Twitter 上联系并得到了这样的回复:
“时间轴在点击时播放,但声音在 frame2 上异步播放。使用“playEmptySound”修复此问题。
这是给我的链接。 http://www.createjs.com/Docs/SoundJS/classes/WebAudioPlugin.html#method_playEmptySound
好的,现在问题来了,我充其量只是一名动画师,而且对代码知之甚少……我在哪里插入这个“playEmptySound”代码?
我已经发布了 Flash 推出的 2 个文件,HTML 和 JS 对此的任何帮助将不胜感激。
这是Flash CC生成的JS动画
(function (lib, img, cjs) {
var p; // shortcut to reference prototypes
// library properties:
lib.properties = {
width: 550,
height: 400,
fps: 15,
color: "#FFFFFF",
manifest: [
{src:"audio/moo.mp3", id:"moo"}
]
};
// symbols:
(lib.triangle = function() {
this.initialize();
// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f("#6600FF").s().p("AolIlIIJxKIJBRKg");
this.shape.setTransform(55,55);
this.addChild(this.shape);
}).prototype = p = new cjs.Container();
p.nominalBounds = new cjs.Rectangle(0,0,110,110);
(lib.square_btn = function() {
this.initialize();
// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f("#FF0000").s().p("AnkHlIAAvJIPJAAIAAPJg");
this.shape.setTransform(48.5,48.5);
this.addChild(this.shape);
}).prototype = p = new cjs.Container();
p.nominalBounds = new cjs.Rectangle(0,0,97,97);
(lib.blue_btn = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_2 = function() {
playSound("moo");
}
// actions tween:
this.timeline.addTween(cjs.Tween.get(this).wait(2).call(this.frame_2).wait(1));
// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f().s("#009900").ss(1,1,1).p("AGQAAQAAClh2B1Qh1B2ilAAQikAAh2h2Qh1h1AAilQAAikB1h2QB2h1CkAAQClAAB1B1QB2B2AACkg");
this.shape.setTransform(40,40);
this.shape_1 = new cjs.Shape();
this.shape_1.graphics.f("#0066FD").s().p("AkaEaQh1h1AAilQAAikB1h2QB2h1CkAAQClAAB1B1QB2B2AACkQAAClh2B1Qh1B2ilAAQikAAh2h2g");
this.shape_1.setTransform(40,40);
this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).to({state:[{t:this.shape_1},{t:this.shape}]},2).wait(1));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(-1,-1,82,82);
(lib.background = function() {
this.initialize();
// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f("#666666").s().p("EgsXAgMMAAAhAXMBYvAAAMAAABAXg");
this.shape.setTransform(284.1,206.1);
this.addChild(this.shape);
}).prototype = p = new cjs.Container();
p.nominalBounds = new cjs.Rectangle(0,0,568.2,412.1);
(lib.sound_mc = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
/* Stop at This Frame
The timeline will stop/pause at the frame where you insert this code.
Can also be used to stop/pause the timeline of movieclips.
*/
this.stop();
/* Click to Go to Frame and Play
Clicking on the specified symbol instance moves the playhead to the specified frame in the timeline and continues playback from that frame.
Can be used on the main timeline or on movie clip timelines.
Instructions:
1. Replace the number 5 in the code below with the frame number you would like the playhead to move to when the symbol instance is clicked.
2.Frame numbers in EaselJS start at 0 instead of 1
*/
this.square_btn.addEventListener("click", fl_ClickToGoToAndPlayFromFrame_2.bind(this));
function fl_ClickToGoToAndPlayFromFrame_2()
{
this.gotoAndPlay(1);
}
}
this.frame_2 = function() {
playSound("moo");
}
// actions tween:
this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(2).call(this.frame_2).wait(58));
// square
this.square_btn = new lib.square_btn();
this.square_btn.setTransform(48.5,48.5,1,1,0,0,0,48.5,48.5);
new cjs.ButtonHelper(this.square_btn, 0, 1, 1);
this.timeline.addTween(cjs.Tween.get(this.square_btn).to({y:210.5},33).wait(27));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(0,0,97,97);
// stage content:
(lib.moo_button = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
/* Stop at This Frame
The timeline will stop/pause at the frame where you insert this code.
Can also be used to stop/pause the timeline of movieclips.
*/
this.stop();
/* Click to Go to Frame and Play
Clicking on the specified symbol instance moves the playhead to the specified frame in the timeline and continues playback from that frame.
Can be used on the main timeline or on movie clip timelines.
Instructions:
1. Replace the number 5 in the code below with the frame number you would like the playhead to move to when the symbol instance is clicked.
2.Frame numbers in EaselJS start at 0 instead of 1
*/
this.blue_btn.addEventListener("click", fl_ClickToGoToAndPlayFromFrame.bind(this));
function fl_ClickToGoToAndPlayFromFrame()
{
this.gotoAndPlay(1);
}
}
// actions tween:
this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(50));
// Layer 2
this.triangle = new lib.triangle();
this.triangle.setTransform(377,178,1,1,0,0,0,55,55);
this.timeline.addTween(cjs.Tween.get(this.triangle).wait(50));
// Layer 1
this.blue_btn = new lib.blue_btn();
this.blue_btn.setTransform(85,203,1,1,0,0,0,40,40);
new cjs.ButtonHelper(this.blue_btn, 0, 1, 2);
this.timeline.addTween(cjs.Tween.get(this.blue_btn).to({x:455},49).wait(1));
// Layer 4
this.sound_mc = new lib.sound_mc();
this.sound_mc.setTransform(220.6,84.5,1,1,0,0,0,48.5,48.5);
this.timeline.addTween(cjs.Tween.get(this.sound_mc).wait(50));
// Layer 3
this.instance = new lib.background("synched",0);
this.instance.setTransform(278.1,202.1,1,1,0,0,0,284.1,206.1);
this.timeline.addTween(cjs.Tween.get(this.instance).wait(50));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(269,196,568.2,412.1);
})(lib = lib||{}, images = images||{}, createjs = createjs||{});
var lib, images, createjs;
这是从 Flash CC 生成的 HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>moo_button-tringle2</title>
<script src="script/easeljs-0.7.1.min.js"></script>
<script src="script/tweenjs-0.5.1.min.js"></script>
<script src="script/movieclip-0.7.1.min.js"></script>
<script src="script/preloadjs-0.4.1.min.js"></script>
<script src="script/soundjs-0.5.2.min.js"></script>
<script src="moo_button-tringle2.js"></script>
<script>
var canvas, stage, exportRoot;
function init() {
canvas = document.getElementById("canvas");
var loader = new createjs.LoadQueue(false);
loader.installPlugin(createjs.Sound);
loader.addEventListener("complete", handleComplete);
loader.loadManifest(lib.properties.manifest);
}
function handleComplete() {
exportRoot = new lib.moo_button();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
stage.enableMouseOver();
createjs.Ticker.setFPS(lib.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
}
function playSound(id, loop) {
createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);
}
</script>
</head>
<body onload="init();" style="background-color:#D4D4D4">
<canvas id="canvas" width="550" height="400" style="background-color:#FFFFFF"></canvas>
</body>
</html>
【问题讨论】:
标签: javascript html5-canvas createjs flash-cc soundjs