ActionScript 2.0 :: Code For When Sound Is Finished

Feb 14, 2009

I want the code for when a sound finishes playing. Example: when I click to make a sniper sound go off, I want it to have a script that wont let you play the sound again until the sound is finished playing.

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How do I check when a sound in finished, example:

Quote:

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var sc:SoundChannel = music.play();

How do I tell when that sound is finished?

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ActionScript 3.0 :: Sound Keep Working After Finished?

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i did this

package{
import flash.display.MovieClip;

import flash.events.MouseEvent;[code]...

it works but only one time i wanna the sound keep working after finished

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SOUND_COMPLETE apparently isn't working!

In short, this is what I have:

ActionScript Code:
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I have a trace on trackFinished, and it never happens, so it's never getting called.

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//
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[code]....

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[Code]...

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Code:
var directory:String = "Voices/";
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[code]....

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I made a button that starts the song, but when you press on the same button again it starts the song a second time. So now it is playing twice. Could use some help so no many how times the button is pressed the song only plays the first time it was pressed.[code]

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I need it so the music plays at start and then the button will pause/stop it, and  then turn into a play graphic which, when pressed, will play it again. I tried editing the code, but I am horrible at programming and of course nothing I tried worked. Please let me know what I have to change to start with music playing, and then have it stop/pause on first press, and alternate "play" and "stop" on subsequent presses. 

[Code]...

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I have a set of sound clips to be played one after another in a sequence with couple of time interval inbetween. In my case, its a question - followed by the set of four options.

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[Code]...

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ActionScript 3.0 :: Edit Code For Sound Toggle Button?

Aug 19, 2010

this is the one code that I could make work, but I need it so the music plays at start and then the button will pause/stop it, and then turn into a play graphic which, when pressed, will play it again. I tried editing the code, but I am horrible at programming and of course nothing I tried worked. Please let me know what I have to change to start with music playing, and then have it stop/pause on first press, and alternate "play" and "stop" on subsequent presses.

[My fla has 2 layers, one for this AS, and one for the buttons... within the symbol section, I have two layers, one for the button common BG, and two frames in the button layer, one for play (triangle) and one for stop (square). They are saved as a movie clip.]

[Code]...

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ActionScript 3.0 :: SoundManager - Pausing Sound By Referencing Code In Separate File?

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I wanted to have this Zombie Penguin enemy use a walk sound (it would be odd if he moved and was silent) but because it is initializing the whole world, simply coding the sound into his animation state won't work because it will play the sound for every existing Zombie Penguin in the world, not just the one on the screen.

Now I've tried to get around this problem by using a SoundManager class [URL] to load and play/pause the sound when necessary. I've got this working by placing a movieclip above the world and hittesting everything and when it finds a Zombie Penguin activates the SFX. If it finds the enemy and you leave the room or kill the enemy (basically any way it is removed from the screen) it will pause the sound (not stop) and then unpause if you go back/find another instance of that enemy.

The problem is, though, that if I STUN the enemy (not kill it) it plays it's dizzy animation (which consists of hit sitting down with stars spinning around it's head) the walking SFX continues to play as the enemy is still on the screen.Now in the Zombie Penguins .as file it has a boolean that for being stunned or not (bStunned), and a function (public function getZPStun():Boolean -- returns bStunned). this bStunned boolean is set to a default of false.I figure that I just have to reference that somewhere in the following code, but I'm not sure where. The Zombie Penguin's .as is ZPEnemy, so I'm calling it like so:

ZPEnemy.getInstance().getZPStun()

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Code:

var bNotPenguin = true;
for(var i = 0; i<this.numChildren; i++) //** Sound Manager Coding (May 15)
{

[code]....

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[Code]...

All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?

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Code:

stop();
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[code]....

But it does not seem to work.

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