//////////////////////////////////////////////////////////////////////////////// // // Licensed to the Apache Software Foundation (ASF) under one or more // contributor license agreements. See the NOTICE file distributed with // this work for additional information regarding copyright ownership. // The ASF licenses this file to You under the Apache License, Version 2.0 // (the "License"); you may not use this file except in compliance with // the License. You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // //////////////////////////////////////////////////////////////////////////////// package mx.core { import flash.media.Sound; /** * SoundAsset is a subclass of the flash.media.Sound class * which represents sounds that you embed in a Flex application. * *
The sound that you're embedding can be in an MP3 file. * You can also embed a sound symbol that is in a SWF file produced by Flash. * In both cases, the MXML compiler autogenerates a class that extends * SoundAsset to represent the embedded sound data.
* *You don't generally have to use the SoundAsset class directly * when you write a Flex application. * For example, you can embed an MP3 file and use it in a SoundEffect * simply by writing the following:
* ** <mx:SoundEffect id="beep" source="@Embed(source='Beep.mp3')"/>* *
without having to understand that the MXML compiler has created * a subclass of SoundAsset for you.
* *However, it may be useful to understand what is happening
* at the ActionScript level.
* To embed a bitmap in ActionScript, you declare a variable
* of type Class, and put [Embed]
metadata on it.
* For example, you embed an MP3 file like this:
* [Bindable] * [Embed(source="Beep.mp3")] * private var beepClass:Class;* *
The MXML compiler sees the .mp3 extension, transcodes the MP3 data
* into the sound format that the player uses, autogenerates
* a subclass of the SoundAsset class, and sets your variable
* to be a reference to this autogenerated class.
* You can then use this class reference to create instances of the
* SoundAsset using the new
operator, and you can use
* APIs of the Sound class on them:
* var beepSound:SoundAsset = SoundAsset(new beepClass()); * beepSound.play();* *
However, you rarely need to create SoundAsset instances yourself
* because sound-related properties and styles can simply be set to a
* sound-producing class, and components will create sound instances
* as necessary.
* For example, to play this sound with a SoundEffect, you can
* set the SoundEffect's source
property to
* beepClass
.
* In MXML you could do this as follows:
* <mx:SoundEffect id="beepEffect" source="{beepClass}"/>* * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public class SoundAsset extends Sound implements IFlexAsset { include "../core/Version.as"; //-------------------------------------------------------------------------- // // Constructor // //-------------------------------------------------------------------------- /** * Constructor. * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public function SoundAsset() { super(); } } }