
7
Adobe Flash CS3 Classroom in a Book
Lesson 4: Working with Text
Lesson 4 uses an animated birthday card project to
introduce students to creating, formatting, and animat-
ing text in Flash CS3. Students work further with key-
frames, masks, and layers, and are introduced to filters.
Organizing layers in a Timeline
Layers are displayed on the Stage in the order in which
they appear in the Timeline, with the bottom layer
appearing first in the stack, the next layer up appear-
ing on top of it, and so on, until the top layer in the
Timeline is also the top layer on the Stage. As designers
plan projects, they consider the order in which they
want objects to appear. For complex projects, it’s good
practice to create layer folders and think through the
order of the layers you want to use, rather than creating
layers on the fly.
It is customary to create an Actions layer in Flash to
contain all of the ActionScript for the Timeline, and
to place the Actions layer at the top of the Timeline so
that it is easy for the designer or others to find and ac-
cess to troubleshoot or revise the ActionScript.
Adding a sound le
To add an audio file to a frame in Flash, first import it
to the library. Then, select the frame at which you want
the audio file to begin playing, and, in the Property
inspector, choose the audio file from the Sound menu.
Selecting the appropriate option from the Sync pop-up
menu is important. If a sound file doesn’t play when
you think it should, check the Sync menu to ensure
you’ve selected the right option.
• Event synchronizes the sound to the occurrence of
an event, such as a button click. An event sound plays
when its first keyframe appears and plays in its entirety,
even if the SWF file stops playing. If another event oc-
curs, the first instance of the sound continues playing
while the second instance of the sound plays.
• Start synchronizes the sound to the occurrence of an
event, just as the Event option. However, if the sound is
already playing, no new instance of the sound plays.
• Stop silences the specified sound.
• Stream synchronizes the sound for playing on a web-
site. Flash forces animation to keep pace with stream
sounds. If it can’t draw animation frames quickly
enough to keep up with the sound file, it skips frames.
Stream sounds stop if the SWF file stops playing.
Next to the Sync menu is a pop-up menu that deter-
mines who many times the sound file plays.
• Repeat specifies the number of times the file plays;
specify a number.
• Loop repeats the sound continuously.
Note: Repeating stream sounds is not recommended,
because frames are added to the file and the file size is
increased by the number of times the sound is repeat-
ed. You can also apply effects to the sound file.
• None applies no effect
• Left Channel/Right Channel plays sound in the left
or right channel only.
• Fade Left To Right/ Fade Right To Left shifts the
sound from one channel to the other.
• Fade In gradually increases the volume of a sound
over its duration.
• Fade Out gradually decreases the volume of a sound
over its duration.
• Custom lets you create custom in and out points of
sound using Edit Envelope
Using tweens to animate objects
Motion tweens can animate the movement of elements
on the Stage, as in the case of the bubble in Lesson 1,
but they can also animate the change of objects’ prop-
erties, such as brightness or transparency.
Point out to students that an arrow appears in the
Timeline after you apply a tween to frames.
Creating text in Flash
Creating text in Flash is similar to creating text in
Adobe InDesign, Adobe Photoshop, or numerous other
applications. Use the Text tool to create an insertion
point on the Stage and begin typing, or drag the Text
tool to create a text box for your text. To format text,
select it with the Text tool, and then select formatting
options in the Property inspector. To manipulate a text
box as an object, select it with the Selection tool and
LESSON 4
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