ActionScript 2.0 :: Creating Volume Box That Appears When Sound Button Pressed?
Oct 27, 2003
Basically I am working on my personal portfolio and am not that good with AS. I have made a volume box that appears once the sound button is pressed. This box includes on and off buttons. The problem is how do I make the box stay, once the user clicks on a different button e.g. home? Its it simply a case of using keyframing or is it AS? and example of what I am trying to create is [URL]. Check the sound options.
I am looking for a way to play music when the movie loads, but when a button is pressed, the sound will fade to 0, then when the button is clicked again, it will fade to 100. Here is a link to the file I've been working on...
This is a completely AS3 scripted, and dynamic project, meaning I cant use any assets from the library.
1 - This button is a mute. � Currently the loaded sound now fades in with a timer.� I want the button to over-ride any sound elements on the stage: the mp3 and later a flv movie as well.� In the below example the button only interferes with fade, and dosen't actually override it, after the fade - it dont do jack. � SoundMixer.stopAll(); will of course kill everything but I cant toggle this(can I?)
2 - The toggle button itself � I've loaded two png's into a sprite, and created a toggle button from them using an if statement. � Is this best practice? or would you recommend something else?� Perhaps SimpleButton?
ActionScript Code: var btmUpURL:String = "a_icn-1.png"; var btnDwnURL:String = "a_icn-0.png"; var btnLoader1:Loader = new Loader(); var btnLoader0:Loader = new Loader();
I am trying to make a button turn on/off a sound when pressed. I have tried to code it, but it does nothing everytime.
I have a sound in the library, with a linkage name of "sound" it is on the first frame in the main timeline. And i need a button to turn it off, and then on again.
I'm creating a mute button for an audio player that I pieced together, and it seems to be working alright except when I advance to a new track. If the volume is NOT muted and I click a new track it's fine, but if the volume is muted (i.e. at "0") and click a new track it remains at 0 and won't un-mute when I click the button.. though if I click the button to un-mute it and then select a new track it's fine, so I think there's something in my playSong() function that's interfering, I just can't tell what it is.
This is a completely AS3 scripted, and dynamic project, meaning I cant use any assets from the library.
1 - This button is a mute.
� Currently the loaded sound now fades in with a timer.� I want the button to over-ride any sound elements on the stage: the mp3 and later a flv movie as well.� In the below example the button only interferes with fade, and dosen't actually override it, after the fade - it dont do jack. � SoundMixer.stopAll(); will of course kill everything but I cant toggle this(can I?)
2 - The toggle button itself� I've loaded two png's into a sprite, and created a toggle button from them using an if statement. � Is this best practice? or would you recommend something else?� Perhaps SimpleButton?
I'd like to create a stopwatch that starts at 00:00 when a play button is pressed, and then stops whenever the stop button is pressed. After the stop button is pressed, I would like the time to be displayed on the next frame, and say something like "You pressed the stop button in x".
I'm building a video player and am kinda stuck at the volume slider part. It's a YouTube style vertical slider, meaning if the slider is in the top position volume should be 100% and if the slider is dragged to the bottom position sound should be 0. Currently it's doing the opposite of what I want :(
Dragging the slider down will make the sound louder, while dragging up lowers it.
Here is my code below dealing with the volume slider.
[Code]....
The (-4) is an offset value so when you drag it all the way to turn it off, it's 0 and not 4. I need to reverse this somehow, so the traces above will swap... going down will make userVolume = 4 and going up will make it 30.
_root.fadeBox_mc.onEnterFrame = function (){ if (fade){ this.nextFrame();[code]....
This causes a mc to fade in and out on rollover/rollout. But what I wanna make is a box that fades in when pressed on the button and fade out when pressed for the second time. But if I say
on (press){ _root.fade = true; }
the mc fades in, but I cant do another on (press) to fade out. Is this too confusing?
I'm trying to make a stop button to make it stop playing the sound. But I get an error saying: TypeError: Error #1006: stop is not a function. at sound/SoundStop()
Here is the function for my stop button: function SoundStop(event:MouseEvent):void { cs.stop(); isPlaying:false }
I have an application with a collection of sounds in the timeline. One sound file is recorded at a slightly lower volume than the others. I know I could change this in Audacity but I'm wondering whether I could attach a line of actionscript to its button to raise its volume slightly.I know its possible to do this when playing sounds with actionscript directly from the library, but that would be too big a departure from the development style used.
If I have library song playing using a simple code like: var mySong:Song = new Song();mySong.play(); How do I use a button to control its volume so that each time it is clicked the volume goes up or down by a little.
Is it possibleto get the sound volume of of a specific frame or specific time of sound item with the Flash Javascript API maybe together with Action Script?
I'm trying to set a volume to my external sound. I'm using the following code, there're no errors, but the volume is not affected...
var req:URLRequest = new URLRequest("squeeak3.mp3");var sound:Sound = new Sound();var controller:SoundChannel = new SoundChannel();var myTransform = new SoundTransform();myTransform.volume = 0.2;controller.soundTransform = myTransform;
I can't seem to figure out how I set the volume of a single sound object. Everytime I use setVolume on a sound, it is applied to *all* sound objects playing The code that I'm using :
Code: music = new Sound(); music.attachSound("music");
can anyone tell me how to loop 5 different sounds, drums, bass, sax etc. When i use :
[Code]...
and play them all, it's ok, looping fine, but what i want to do is to have 5 buttons that control those 5 sounds. turning of and on some of them... i tried with "secondSound.setVolume(0)" to turn off 2nd sound, but that kill them all... CAN i SOMEHOW set volume down just for one sound? OR if thats not possible, i need bass or sax sound to start again, when button is clicked, in the same position where drums sound is... but when loop start again to start also from "0" i've also tried reading firstsound position:
Every piece of info I can find about how to set the volume of a sound in Flash with setVolume, mentions that you need to reference the movie clip where the sound is stored....to target just that sound, and not the whole timeline.Is there a relatively easy way to set the volume of different sounds that are loaded into the same movie clip? I'm loading my sounds with AS on the first frame of my movie, and would prefer not to have to create separate movie clips for each sound..
I'm having issues with controlling multiple sound volumes in flash. What I need to have happen is a Background music softly playing while a voice over is also playing.
This is what i have in the first frame of my main timeline
Code: firstSound = new Sound(BGMusic_mc); firstSound.attachSound("LatinRockMusic"); firstSound.setVolume(10);
[Code]...
but when it starts to play the voice sound the volume jumps up to 100. I need the first sound to stay at 10 and the voice sound to be at 100.
Alright so I'm creating a car game, I have a soundclip in my library called "engine"And I want it to play all the time except when I press the up button. When I press the up button I want my other sound "engine_2" to play when the key is pressed down and when released "engine" should start again.Both sounds should loop all the time when played.I'm a beginner with AS2 so be easy
I want my uzi sound to play when space is pressed and I know how to do that, but I want the sound to play for 2 frames then the same sound should play again and stop the first one so it starts from the beginning when space is pressed down. Otherwise they just overlap eachother and it will sound wierd.And when the key is released the sound that's already beginned should play to it's finnish
Alright so I'm creating a car game, I have a soundclip in my library called "engine"And I want it to play all the time except when I press the up button. When I press the up button I want my other sound "engine_2" to play when the key is pressed down and when released "engine" should start again.
I have several sounds of same length playing on the Timeline, each playing in loop on their own layer so that they can be syncronised on the same tempo (i did not managed to do this through pure AS3).
Is it possible to manipulate the sounds on this timeline individually via actionscript (ie: add listeners, change volume, read position) ?
I have a timeline with a sound in it set to sync because I am scrubbing the main timeline.... I now want to control the volume of the sound in the timeline..is that possible in AS3??
sometime like : var my_globalSound:Sound = new Sound(stage); that of course doesn't work, but how would I get access to the sound set in the timeline...
I have a sound running on a timeline and I want to have an AS2 script that will reduce the volume by, say 50%, and have the reduction in volume happen over a number of seconds so it is not an abrupt change.
What Im looking to do is decrement the volume level on each iteration of a looped sound.[code]How do I check each time it loops? I'm currently storing all playing sounds by ID inside a Dictionary object. Keep in mind that there will be different sound playing. I wasn't sure if I should be using a SoundChannel here either.