Here are the object's settings as they appear in the properties pane:
The name that is used to identify this object.
The Flash file (.swf) that you want to display in the Flash object. Click the browse button to select a file.
The alignment of the Flash movie within the object's bounding box.
Control which context menu will display when you right-click on the Flash movie at run time. Choose from:
The standard right-click context menu will be shown.
The full right-click context menu will be shown.
The rendering quality to use when displaying the Flash file, including the level of anti-aliasing performed. Choose from:
Gives priority to playback speed over appearance. Anti-aliasing is turned off.
Gives priority to appearance over playback speed. Anti-aliasing is turned on.
Emphasizes speed at first, but improves appearance whenever possible. Playback begins with anti-aliasing turned off; if the Player determines that the system can handle it, it turns anti-aliasing on.
Emphasizes speed and appearance equally at first, but sacrifices appearance for the sake of speed if necessary. Playback begins with anti-aliasing turned on, but it will be turned off if the frame rate drops below an acceptable level.
How the Flash movie will be made to fit within the bounding box. Choose from:
Makes the entire movie visible in the area defined by the object's bounding box without distortion, while maintaining the original aspect ratio of the movie. Borders may appear on two sides of the movie.
Scales the movie to fill the area defined by the object's bounding box without distortion, while maintaining the original aspect ratio of the movie. Any part of the movie that falls outside the area defined by the object's bounding box will be cropped.
Resizes the movie to fill the area defined by the object's bounding box, ignoring the movie's original aspect ratio. The movie may appear distorted as a result.
Override the background color of the Flash file (.swf). This allows you to replace the background color in your Flash file with something more appropriate.
The background color for the object. Click the select button to bring up a color chooser.
Note: This setting is only available when Override Background is set to True.
Tip: Clicking the "More Colors..." button on the color menu allows you to choose either a standard color/custom color, or use the eyedropper to pick a color from somewhere within the AutoPlay application window.
Set the "Device Font Attribute" for the Flash control. When this option is enabled (set to True), and appropriate fonts are installed on the user's system, the control will substitute installed system fonts for any fonts used in the Flash movie. Any text whose fonts are substituted will appear aliased (rough) regardless of the Quality setting. If the necessary fonts are not installed, the text will be rendered in the normal anti-aliased (smooth) way.
Start playing the Flash movie automatically (as soon as the page or dialog is opened).
Note: If this is set to False, the movie will not play until you start it with a Flash.Play action.
Automatically begin playing from the beginning again whenever the Flash movie reaches the end.
A short string of text that will appear after the mouse hovers over this object for a moment.
Tip: You can choose from several tooltip styles for all tooltips in your project, Standard, Balloon and Extended. This setting can be found on the Appearance tab of the Project > Settings.
Tip: If you want a newline in your tooltip text, use "\r\n". For example, for an Extended tooltip, "My First Line\r\nMy Second Line|My Title". Newlines are not supported in the Title text for Balloon or Extended styles.
Tip: If you want a "&" character in the text, you must enter "&&&".
Enable the object so it responds to user interaction. Choose from:
The object will respond to mouse overs and clicks and perform any actions assigned to its events.
The object will not respond to any mouse overs or clicks and will not perform any actions until it is enabled.
Note: You can use the Flash.SetEnabled action to enable this object.
Set the object's initial visibility. Choose from:
The object will be visible when the page or dialog is displayed.
The object will be invisible when the page or dialog is displayed.
Note: You can use the Flash.SetVisible action to make the object visible or invisible at run time.
Note: This option simply controls the initial visibility of the object and does not affect its play state. For example, if the object is set to start automatically, it will begin to play when the page or dialog opens whether it is visible or not.
The distance in pixels from the left edge of the object to the left edge of the page or dialog.
Tip: You can also change the position of an object by dragging it or using the arrow keys.
The distance in pixels from the top edge of the object to the top edge of the page or dialog.
The width of the object in pixels.
Tip: You can also resize an object by dragging one of the resize handles on its bounding box.
The height of the object in pixels.
Whether the left side of the object will move when resized. Choose from:
The left side of the object will move when the application is resized.
Don't move the left side of the object when the application is resized.
Whether the right side of the object will move when resized. Choose from:
The right side of the object will move when the application is resized.
Don't move the right side of the object when the application is resized.
Whether the top of the object will move when resized. Choose from:
The top of the object will move when the application is resized.
Don't move the top of the object when the application is resized.
Whether the bottom of the object will move when resized. Choose from:
The bottom of the object will move when the application is resized.
Don't move the bottom of the object when the application is resized.
The actions that will be performed whenever an fscommand() function is performed in the Flash file's internal actionscript code. Click the edit button to open the script editor.
Note: "fscommand()" is the name of a Flash actionscript function that allows a .swf file to send a message or "command" to the application that is playing it. Whenever a Flash file calls the fscommand() function, AutoPlay responds by performing the action that you assigned to the On FSCommand event.
Tip: The Flash fscommand() function passes a command in the form of a short text string. You can use AutoPlay's own scripting abilities to differentiate between fscommand() calls that pass different command strings. In fact, your Flash file can use the fscommand() function to send any number of custom commands to your AutoPlay application, and you can make your application respond to each command in any way you want.
The actions that will be performed whenever an exposed Flash actionscript function is called using the control's external API (ExternalInterface class) causing it to dispatch its FlashCall event. You can respond to Flash actionscript function calls using the Flash.SetReturnValue action, or call Flash actionscript functions using the Flash.CallFunction action. Click the edit button to open the script editor.
Flash's external API offers additional functionality compared to fscommand() by allowing any number of arguments to be passed as well as various data types.
Note: This event is only available in Flash version 8.0 or later.