The data in a loaded sound, including its buffer time,Ĭannot be accessed by a SWF file that is in a different domain The data in a loaded sound, including its buffer time,Ĭannot be accessed by code in a file that is in a different domain Unless you implement a cross-domain policy file.įor more information about security and sound, see the Sound class description. Unless you implement a cross-domain policy file. In an AIR application, code can access data in sound files from any source. The SoundMixer.bufferTime property only affects the buffer timeįor embedded streaming sounds in a SWF and is independent of dynamically created SOUNDMIXER PLAYALL CODE Or set the default of the buffer time specified in the SoundLoaderContext object The value of SoundMixer.bufferTime cannot override Sound objects (that is, Sound objects created in ActionScript). Implementation public static function get bufferTime(): int public static function set bufferTime(value: int): void That is passed to the Sound.load() method. By default, smartphones use the phone earpiece for audio Toggles the speakerphone when the device is in voice mode. The useSpeakerphoneForVoice property lets you override Output when dioPlaybackMode is set toĪudioPlaybackMode.VOICE. The default output so that you can implement a speakerphone button in a phone application. Note On iOS, if your application has set audioPlaybackMode=VOICE and another application is also playing in voice mode, Has no effect in modes other than AudioPlaybackMode.VOICE. Note On Android, you must set the _AUDIO_SETTINGS You cannot set useSpeakerphoneForVoice=true. Other applications running on the device can change In the AIR application descriptor or changing this value has no effect. Public static function computeSpectrum(outputArray: ByteArray, FFTMode: Boolean = false, stretchFactor: int = 0): void Implementation public static function get useSpeakerphoneForVoice(): Boolean public static function set useSpeakerphoneForVoice(value: Boolean): void The underlying device setting at any time. Takes a snapshot of the current sound wave and places it into the specified ByteArray object. The values are formatted as normalized floating-point values, in the range -1.0 to 1.0. Note: This method is subject to local file security restrictions and The size of the ByteArray object created is fixed to 512 floating-point values, where theįirst 256 values represent the left channel, and the second 256 values represent The ByteArray object passed to the outputArray parameter is overwritten with the new values. If you are working with local files or sounds loaded from a server in aĭifferent domain than the calling content, you might need to address sandbox restrictions For more information, see the Sound class description.
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