In this tutorial video we're going to
cover how to add sound to your Adobe
Animate CC projects the first step
you'll need to do is create a new music
layer sound layer whatever you want to
call it lock all the other layers so
that you ensure you're working just on
this layer and then create a blank
keyframe where you want the sound to
start in the first frame of this
animation I don't want any sound to play
because I have a go button that the user
can click when they're ready to watch
the animation if they're not ready to
watch it they don't want to hear the
music playing constantly in the
background so for this particular music
later I'll add a blank keyframe on the
second frame where my animation starts
so go to insert timeline blank keyframe
now with that blank keyframe ready I can
add an audio file so the first step is
to import the sound go to file import
and choose import to library it's best
to work with mp3 files because they are
smaller file sizes but still pretty good
quality so make sure that you use an mp3
file if possible if you have a WAV file
those are pretty big they are high
quality but we don't want them because
they're so big so in that case you need
to convert the wave to an mp3 using
something like adobe media encoder check
out my youtube channel for that tutorial
video as well so since we have the mp3
we'll go ahead and open that file its
going to import it into the library and
you can tell that it's an audio file
from this audio icon so in order to add
it to that particular frame we need to
click on that frame go to the properties
panel and then open up the sound section
from here you can click the name
drop-down menu and see the Ninjarun.
mp3 or whatever your audio file is if
you have more than one audio file you'll
see it here if for some reason you don't
see an audiofile there's something that
was either corrupted in that file or for
some reason it didn't import correctly
and try again so I'll go ahead and apply
the ninjarun.mp3 and you'll see that
in that particular layer starting out
frame two now you can see this orange
waveform that indicates audio is playing
at this particular time in the main
timeline now a couple other settings you
should be aware of for the sync settings
you can choose whether it's an event
start stop or stream
name the two that I want to explain here
is stream and event if I click event and
I scrub the playhead I don't hear any of
the audio happening
however when I go to play the file the
audio will be crystal clear and when we
get to the end of our timeline if I
scroll all the way down here we get to
the 200 frame even though the main
timeline animation stops the music will
keep playing
so let's take a listen command return or
CTRL-Enter on a PC
so that was good quality audio that even
though we hit the end where we see all
of the buttons and the zombie is gone
it's still continue to play the audio
now the flip side is you can actually
change that event to stream so we'll go
ahead and go to the sync settings and
choose stream so let's test that out
when you hear the audio playing through
the stream settings it will help you to
try to compose the action of the
animation with different parts of the
sound so if you need to actually hear
real-time audio as your crafting your
animation to stream the only drawback
with stream is that when you do play it in
the preview video it's a lower quality
because it has to constantly stream it
the other downfall is when you get to
the end of the timeline the audio will
stop when the animation stops now if you
need to edit this audio you can always
come up to the sound settings go to a
fact and choose from one of these
options the left channel means the audio
will only play in the left channel which
is essentially the left speaker or the
left headphone same thing with the right
channel just in the right speaker the
right headphone the fade to right and fade
to left is very similar to that except
for it hasn't paid on that channel so it
really tries to show movement if you've
ever heard a car kind of passing by
it's quiet when it's far away from you
and it gets progressively louder as it
gets toward you and then as soon as it
passes you it starts getting quieter so
that's kind of the sound that you're
trying to simulate with a fade to right
and fade to left fade in is when it
gets progressively from quiet to loud
fade out is when it goes from loud to
quiet and then you can always do custom
with custom it'll bring up this edit
envelope and you can play the audio
and then stop the audio you can zoom in
to see it closer zoom out to see more of
the waveform you can look at it through
seconds or through frames
personally I like to look at it through
frames just because that's going to
coincide with the timeline here but if
you'd like to look at it in seconds you
can also look down here at the timeline
to try and coordinate when you make
those audio adjustments now with a
custom audio adjustments you can grab
these pull handles and choose how high
or low the volume is going to be so if I
wanted the volume should be really loud
on the left channel I could leave it up
here but really quiet on the right
channel I can turn it down here I can
also come in here and pull the left
channel down as well and then if I click
a different point on this audio timeline
that's going to allow me to create
another control point where it's going
to go from about mid-level quiet too
much louder in the left channel I can
click and add another point again and
bring this one all the way down so it
goes from semi quiet to loud to really
quiet notice that also tries to create
handles the equal points in the other
channel but it doesn't actually move it
for you because this is custom audio
editing so for some reason you actually
wanted to get louder in the right
channel when you've got simultaneously
quieter in the left channel then you can
do that here in addition you can grab
this trim handle to cut off the first
part of the audio but still keep your
custom edits when you're done click OK
and then come back to the start of your
audio or wherever those audio edits are
test it out and see if it worked
that's the basics of working with audio
and animate CC there's a lot more you
can do including controlling audio with
actionscript one such example is here at
this particular button this particular
button if I unlock that layer is just a
mute button that I've created has an
instance name of music stops underscore
BTN and if you go into code snippets you
can go to the action script folder audio
and video
go and choose whether to make this
button kind of a toggle where it will
click to play and once it's playing you
can click it to stop it and then you can
click it to play it and keep going back
and forth since this is at the end of
the animation I chose to click to stop
all sounds so let's see how that works
so before this button will work I need
to make sure that my audio is that event
so I'll switch it here and then I will
command return or CTRL-Enter to preview
the video and once I click go you should
see it start playing the audio as soon
as I click it and then when we get to the end
when I click the mute button you should
hear it stopped all the sound
okay so once I clicked it did stop all the
sound now if I click this replay button
it should automatically start playing
that sound again because replay means it
jumps us back to frame two and on frame
two the audio is playing so go ahead and
click it and try it out and see if it
works and it did so the basic audio
edits for this project are done