User Guide
8Flash Lite 2.x Overview
To load external sounds, you use the Sound.loadSound() method. In Flash Lite 2.0, you can
use this method to load any sound format that the device supports (for example, MIDI or
SMAF). External device sounds must fully load into memory before they can play.
As in Flash Lite 1.x, in Flash Lite 2.0 you can also play device sound that’s bundled in the
SWF file. For more information, see “Using bundled device sound” on page 48.
For more information about loading external images and sounds, see the following topics:
■ “Loading external images” on page 68
■ “Playing external device sounds” on page 53
Flash Lite shared objects
Flash Lite shared objects lets you save data persistently to the user’s device. For example, you
might use a shared object to save information between application sessions, such as user
preferences or game scores. You use the SharedObject class to read and write Flash Lite shared
objects. For more information about using Flash Lite shared objects, see the
SharedObject
class in the Flash Lite 2.x ActionScript Language Reference.
Synchronized device sound
In previous versions of Flash Lite you could only synchronize native Flash sound to animation
in the timeline. But this was not possible with device sounds, which are played directly by the
device, rather than natively by Flash Lite. In Flash Lite 2.0, you can synchronize device sound
with the timeline using the new
_forceframerate property. When this property is set to
true, Flash Lite drops frames as necessary from animation to maintain the frame rate
specified in the SWF file. For more information, see “About synchronizing device sounds with
animation” on page 54 and the
_forceframerate property.
NOTE
The Flash Lite 2.0 implementation of shared objects does not allow multiple SWF files
to share the same data. Also, Flash Lite 2.0 does not support remote shared objects
with Macromedia Flash Media Server.