Developer Guide
Volume: The loudness of a sound.
Waveform: The shape of a graph of the varying amplitudes of a sound signal over time.
Understanding the sound architecture
Your applications can load sound data from four main sources:
External sound files loaded at run time
Sound resources embedded within the applications SWF file
Sound data from a microphone attached to the users system
Sound data streamed from a remote media server, such as Flash Media Server
Sound data can be fully loaded before it is played back, or it can be streamed, meaning that it is played back while it
is still loading.
ActionScript 3.0, Flash Player, and AIR support sound files that are stored in the mp3 format. They cannot directly
load or play sound files in other formats like WAV or AIFF.
The ActionScript 3.0 sound architecture makes use of the following classes in the package.
Class Description The Sound class handles the loading of sound, manages basic
sound properties, and starts a sound playing. When an application plays a Sound object, a new SoundChannel
object is created to control the playback. The SoundChannel
object controls the volume of both the left and right playback
channels of the sound. Each sound that plays has its own Sound-
Channel object. The SoundLoaderContext class specifies how many seconds of
buffering to use when loading a sound, and whether Flash Player
or AIR looks for a cross-domain policy file from the server when
loading a file. A SoundLoaderContext object is used as a param-
eter to the
Sound.load() method. The SoundMixer class controls playback and security properties
that pertain to all sounds in an application. In effect, multiple
sound channels are mixed through a common SoundMixer
object, so property values in the SoundMixer object will affect all
SoundChannel objects that are currently playing. The SoundTransform class contains values that control sound
volume and panning. A SoundTransform object can be applied to
an individual SoundChannel object, to the global SoundMixer
object, or to a Microphone object, among others. An ID3Info object contains properties that represent ID3 meta-
data information that is often stored in mp3 sound files. The Microphone class represents a microphone or other sound
input device attached to the users computer. Audio input from a
microphone can be routed to local speakers or sent to a remote
server. The Microphone object controls the gain, sampling rate,
and other characteristics of its own sound stream.

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