ActionScript 1/2 :: Sound Fade Bit Over Period Of Time
Oct 27, 2010
Any script in actionscript 2 that fades the sound level of a specific audio file over a specified period of time to a specified level? E.g.:
Set the level of mymusic.mp3 to 2 (on a scale of 10) over 4 seconds
Im trying to have a small sized flv video that plays on top of another flv, the top one fades out. It technically works, but it randomly sometimes doesnt fully fade out. It would stop half way fading or just about gone but not quite or doesnt do it all.
75% of the time it works.Im wondering if flash balks at ram/processor usage and just quits fading, but cpu is only at 16 when it fades. Or if the tween class is buggy.
I've looked for simple AS2 code to fade/alpha a MC from 100% to 20% for the past couple of hours and found nothing.Can someone kindly let me know how to make a MC fade from 100 to 20 over a period of say 1 sec with AS2?
I have a simple app that stops on frame 1. There's a button that after clicking moves me to frame 2. On frame 2 I have another button to which I would like to add an eventhandler similar to the one for the first button - I am however unable to, as I get the following error :
Error #1009: Cannot access a property or method of a null object reference.
I tried to add the eventhandler after a certain period of time (with the use of a timer) and that works, but seems a totally dumb workaround - and the error obviously pops up because the code that tries to add the eventhandler launches before the second button is actually created. How should I solve such a scenario ? I tried to fiddle with other events like Event.ADDED and Event.ADDED_TO_STAGE but the first one seems sort of wild - it goes off every time I even wave my mouse cursor over the first button (why ?) and the second one doesn't go off at all when my app moves to frame 2 - shouldn't it trigger ?
I have an item that I want to appear on stage (see code below); but only for 5 seconds. After 5 seconds I want the object to disappear. I know that I can use removeChild to remove the object, but I don't know how to keep the object on the stage for a specific amount of time.
Here's the code:
stop(); //Add a movie clip to stage var sample_mc:LibrarySymbol = new LibrarySymbol();
How do I rotate a movieclip 360 degrees over a period of time? Can I use "new tween" ? I am trying to rotate the movieclip while it is moving from position y to y+50 (this is done using new tween)
I have this MouseEvent function that I have totally no idea why it fired twice. Is there a way I can disable the function in a period of time? I tried disabling the button, but seems like it directly called the function and does not trigger from the button.
Addition info:When I add in more object to the array, the function fired more time
Basically im making a completely flash/as3 website.I have a transition effect which lasts 2 second which is triggered every time some buttons are clicked.
My problem... The transition effect includes variables for x,y, size etc etc and if the button is clicked again inside these 2 seconds these values have not reset to their starting values and the effect gets screwed up.
I know it is unlikely that a user will click another page within the 2 second bracket, but they may double click the button by accident or decide quickly they want another section (and be a fast clicker ) etc.Is there anyway to 'lock' these variables until my effect has completed ?
Is there a way to loop one frame after a certain period of time. I have only one frame in the timeline, and about 10 layers with a single frame containing a container to load external mcs. These frames are all lined up in one row and the mcs play after a certain number of seconds. The last layer containing my last mc that plays fades out to black and then nothing plays again but id like to have it so that all the mcs play again like the first time, like a loop.
I got this transition: [URL] (you need to wait a bit + reload). The pictures are coming via xml (same folder). How do I increase the length (time) in between the transitions? And Why does it stop after the first image and why does it chooose always a certain image to be the first one? why are there diff. behaviours on different systems (local <-> server; mac <-> pc;)
Code: #initclip 1 ImageFader = function () { this.__init__ (); }; ImageFader.prototype = new MovieClip (); [Code] .....
If i am using actionscript to code (Flash MX 2004) for a circular motion path, and i want to change the radius over a set period of time, how would i do this? I am using this code from a Kirupa circular movement tutorial:
onClipEvent (load) { var radius = 100 var speed = 5[code]......
when I'm leaving (mouseOut) an object, I would still like to perform my enterframe to decrease a value, for lets say 2 seconds and then stop. I dont quite understand how to do that with Timer events,
I am working on an animated web banner. The specifications say that the animation must stop after 30 seconds but can resume on a mouse rollover. My animation is just a looping rotating circle created on the timeline. How can I get this looping animation to stop after 30 seconds? Also, is there a simple way to have the animation resume on a mouse rollover
I am developing a video player for FMS 3.0 and my client complains that when he leaves the player running overnight or after computer goes to sleep when he comes back the elapsed time displayed as NaN and when he tries to play, nothing happens. Why is this happening? Does it mean that the connection with the FMS dropped and I have to reconnect? How can test for the dropped connection?
I have a flash application. I'm trying to send users text messages via php after they did certain things on the flash.
For example,
Text user 1 hour after they did thing#1. Text user 10 minutes after they did thing#2.
[Code].....
I'm thinking of setting up a table for the list of things that will trigger the text. Then have a cron job set up to check the timestamps of each user finishing those things.
I'm trying to make a progress bar that moves from 0 to 100 over a specific period of time. This time will be dynamic. It might be 10 seconds and it might be 13.2 seconds or whatever. The overall width of the progress bar will never change but the amount of time it takes to go from 0 to 100 will.
can someone give me an idea how I would use a function to enlarge and change the alpha of a button but make it span over a period of time like it was an animation.a long time ago on gear78.com I think he used functions to make his buttons do what they did and it was badass. if I find another site I will post a link. if you don't know what the heck I am talking about tell me and I will try and explain it more.
i am trying to hade in and fade out on the sertain frame. but i just can't figure out what's the problem.
ActionScript Code: var soundFadeInTimer:Timer = new Timer(100,50); soundFadeInTimer.addEventListener("timer", soundFadeIn); var fadeInIncr = 5; function soundFadeIn(e:TimerEvent){ [Code]...
1) I have a button and when I put cursor over it, it must start looping a sound. When I drag away, the sound must stop. I would be even cooler if it was possible to make the sound fade away when the mouse is rolled away. I have no problem creating another sound file that fades my current sound away.
2) I have a button which represents a knife, that should stab something (a panel) once pressed. So fist the knife must be clean. but after one or more presses, the blood should remain as a movie clip (as I want to animate the dripping blood)
3) once rolled over a button, the sound must start looping (as I wrote in 1.) AND the knife should slowly go backwards (MC). BUT when I roll mouse away, the sound fades away (as in 1. again) PLUS the knife should slowly move back to its place in stead of just jump from one place to another.
It appears my sound is off sync and the longer I play the movieclip, the farther off sync it goes. Its nothing too complicated, just some basic shooting sounds that fire every time I hit the space bar. My code is below:
The Attack() method gets called from another class that handles all keyboard controls.when it gets called the sound then plays.firesound and firesound2 are almost the same. firesound2 sounds a little off pitch to make it sound more realistic.At first the sound sounds pretty good, not great. but then it gets terrible as time passes.
I made a new .fla project. and I attached the following class to it by it self. so the following is the only code in the entire .fla project and the issue still occurs. I press the spacebar and the sound starts a day late.
how to fade a sound out, but they all involve buttons or sliders. Is there a way in a frame-AS to start a 5 second fade out on a sound that has been loaded in a new _level and is activated with: