ActionScript 2.0 :: Array Of Strings - Input By Colored Buttons With Sound Attached
Apr 17, 2012
I've got an array of Strings each of which have been input by a series of coloured buttons with sounds attached. When a play button is pressed the strings that correspond to different coloured sounds should play one after the other. Instead they all play at the same time as one jumbled mess of noise and I have tried everything to get it to work. The trace shows that the for loop through the array seems to be doing the right thing which is why I can't understand why it won't just play back one after the other.
This is the code for the play button:
PlayBTN.onRelease = function(){
trace("PlayButton Pressed");
for(var i:Number =0; i<songArray.length; ++i){
trace("Inside Loop");
trace(i);
[Code] .....
I work on AS3 one week, and then take a break for a few weeks, then work on it a day, take a break, etc.. So I forget some of the basics, and need refreshers. I think I need to stop taking breaks.
Problem: I push multiple strings into an array, and some of the strings are the same.
Code: var myArray = new Array(); myArray.push (Snivvle); myArray.push (Kirupa); myArray.push (Snivvle);
I want to find out which element positions "Snivvle" hogs up. We can see that it would be using element 0 and 2, and if we do an "indexOf" we would only get to see element 0, and doing a "lastIndexOf" we would only see element 2. How do I find out ALL of the element positions "Snivvle" is located in, so that it returns: element 0, element 2.
I have two input boxes that I can type numbers into.I'd like a third input box to display the total of the first two.I've set up a key pressed listener on the stage to run a function that adds them together when a key is pressed.Problem is, it just places the strings together - it ddoesn't add them.So how do I tell Flash that box1.text and box2.text are numbers?box3.text = box1.text + box2.text ain't doing it.
I have a button with a sound attached to it. The button should play the sound when the mouse is in its down state. When I play the sound in the .swf file the sound plays but it's cut off at the end (maybe the last 3 seconds). I'm using mp3 files for the sound. This is happening with many of the buttons in the program. It's a simple operation within the program. The user clicks a button and voice-over is supposed to play.
I have the following problem. I have a attachSound for three wav files in the library. This is the code:
Code: song1 = new Sound(); song1.attachSound("song1"); song2 = new Sound();
[code].....
This is also working.When I press the button the music stops. When I press the song1 button, song1 start playing again. But when I press on of the othet two buttons nothing happens. This is the code for the buttons:
Code: on (release){ _root.mc_menu.song1.start(); _root.mc_menu.song2.stop(); _root.mc_menu.song3.stop(); }
What is the best way to attached sound to my movie. I used to used the sound obejct as such:
my_Sound_sound = new Sound(); mySound_sound.attachSound("soundID");
But by under the linkage menu I am only able to select export in the first frame. Which makes my first frame super huge. Than my preloader will not load until the sound, so it is no good.
I have read lots of posts with similar problems, however, my preloader is slightly different as it is a separate file altogether. I have attached a sound on frame 50 of my movie using 'attach sound'.It plays fine. On my linkage I have ticked 'export on first frame'. When this is not ticked it does not play. So I left it ticked.
My preloader is a seperate .swf that loads the movie that has the sound.I can tell the sound has loaded as the preloader takes a lot longer. However, when the movie has loaded and begins to play the sound just does not exist. Or it is shy and does not want to talk.I can't do the thing everyone is suggesting (moving sound to frame 3 and unchecking 'export on first frame', then modifying my preloader script) because my preloader is separate to my movie.
I have a sound SWF that plays fine on its own. But when I attach it to the main timeline of another SWF there's no sound. How do I need to reference the Sound object and vars to get the Sound to play?
Here's the code for the sound SWF:
Code: var mainLoop:Sound = new Sound(); mainLoop.attachSound("mainPageLoop"); // Starts at beginning and loops 2 times.
What is the best way to attached sound to my movie. I used to used the sound obejct as such:
my_Sound_sound = new Sound(); mySound_sound.attachSound("soundID"); etc etc.
But by under the linkage menu I am only able to select export in the first frame. Which makes my first frame super huge. Than my preloader will not load until the sound, so it is no good. What shall I do?
I've just developed a function to ring frequencies, but I can't make it sound like a guitar string, I can only change it's frequency. Is there some way to change other parameters of a generated sound?
function sineGenerateSound(event:SampleDataEvent):void { for (var i:int=0; i<4092; i++)
the MC soundLoader is there on the stage, and the file is linked correctly from the library, meaning that it works (the movie makes a single sound when the mouse hovers over it), except that the attached sound plays immediately when the swf loads. This is annoying on a page with about 16 of these!
I'm starting work on a midi piano game in flash. I have my midi keyboard hooked in through the USB. Now I've been told that there is some way to get flash to read any kind of input but I am not sure on how. Basically all that will happen is that u hit a key on the piano and a box shows up of random color. Longer u hold a key bigger it gets. Each key will have different box assigned to it. I think I could handle everything but I'm stuck on the first step and that is getting flash to read the Piano key presses.
[code]I have information coming in from an XML page. One of the childnodes is an ID. The numbers of the IDs go from 29 to 40. I'm trying to have 6 numbers randomly grabbed from the list, so I made a function to find a random number between a given "Low" and "High" numbers, then another to continuously add 1 if it's already one of the other numbers(I'm pretty sure the method of that part, I could have taken a short cut.)Where it says to trace the two numbers near the top of the find5RandomNumbers function, they trace 29 and 40. But near the bottom where it's told to trace all 6 items, they come back as "NaN."[code]
I was wondering if I have an array that is made up of strings. The array is updated with new strings as the user drags and drops objects. Is there a way that I can have the array of strings appear continuously on the stage as feedback?
The more I get into haXe and cpp the more I'm wondering this about as3. Iteration in as3 is easy in comparison to those languages. But if Array extends Object, overriding getters and setters to create what's basically an IntHash<string> or map<int,string>, and which only takes an int as a key, then why shouldn't the key iterator also return an int? Why does it return a string?
This is probably not the most clever way of doing what I'm doing but I'm getting stuck either way.I've got a whole bunch of MCs on the stage which I want to interact with, I'm trying to use an array which carries their instance names as strings then converting that string to MovieClip. If there's a better way to do this then I'm all ears.simplified code:
ActionScript Code: var areaNames:Array = ["buttons.australia", "buttons.international"]; for (var i:int = 0; i<areaNames.length; i++) {
Im currently trying to make an abstract method for reading xml data as parsing different formats is a pain in the butt. Especially with components I want to be reusable.
currently I'm having an issue with dynamically grabbing data from the xml and just don't know if this is possible.
How do I create an array of strings from a string, eg."hello world" would return ["hello", "world"]. This would need to take into account punctuation marks, etc.There's probably a great RegEx solution for this, I'm just not capable of finding it.
I have an array of strings. Each string is a name of a class. How can I call the library item with the class name that corresponds to the string in the array?