Using Symbols, Instances, and Library Assets > Types of symbol behavior |  |

Types of symbol behavior

Each symbol has a unique Timeline and Stage, complete with layers. When you create a symbol you choose the symbol type, depending on how you want to use the symbol in the movie.

| Use graphic symbols for static images and to create reusable pieces of animation that are tied to the Timeline of the main movie. Graphic symbols operate in sync with the movie's Timeline. Interactive controls and sounds won't work in a graphic symbol's animation sequence.
| Use button symbols to create interactive buttons in the movie that respond to mouse clicks, rollovers or other actions. You define the graphics associated with various button states, and then assign actions to a button instance. See Assigning actions to a button.
| Use movie clip symbols to create reusable pieces of animation. Movie clips have their own multiframe Timeline that plays independent of the main movie's Timeline—think of them as mini-movies inside a main movie that can contain interactive controls, sounds, and even other movie clip instances. You can also place movie clip instances inside the Timeline of a button symbol to create animated buttons.
| Use font symbols to export a font and use it in other Flash movies. See Creating font symbols.
| Flash provides built-in components, movie clips with defined parameters, that allow you to easily add user interface elements, such as buttons, check boxes, or scroll bars, to your movies. For more information, see Using Components.

Note: To preview interactivity and animation in movie clip symbols in the Flash authoring environment, you must choose Control > Enable Live Preview. See Working with Movie Clips and Buttons.