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<link rel="stylesheet" href="css/animation.css" media="screen" />
<script type="text/javascript" src="../../script/soundmanager2-nodebug-jsmin.js"></script>
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<h1>Interval-based animation (with sound)</h1>

<p>
 Click + drag for fun.
</p>

<h2>Speeding Up ExternalInterface: Keep .swf in view</h2>

<p>SoundManager 2 now incorporates a "high performance" mode, which has been shown to noticeably improve timing and frequency of flash callbacks. This is important for timing, reducing delay between a JS call and the sound being played, etc.</p>

<p>To reduce audio delay and timing issues from slow JS/Flash communication, SM2 will try to ensure that the flash movie is visible on screen at all times. If hidden or otherwise off-screen, Flash will be given lower priority and thus JS/flash "lag" (ie., delay) will be introduced when trying to play audio "in sync."</p>

<p>Generally, positioning the flash movie using position:fixed and bottom/left or bottom/right 0px is the less-intrusive option.</p>

<p style="margin:0px;padding:0px">
 <input id="useMouse" name="usemouse" value="usemouse" type="checkbox"> Throw from mouse
</p>
<p style="margin:0px;padding:0px">
 <button id="b-start" onclick="startAnimation()" disabled="disabled">Start</button>
 <button id="b-stop" onclick="stopAnimation()" disabled="disabled">Stop</button>
</p>


<p>Sound source: <a href="http://www.freesound.org/search/?q=19987">"Acclivity"</a>, freesound.org</p>

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<div id="ball-container" class="balls">
 <img src="image/ball.gif" alt="" />
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