ActionScript 2.0 :: Function Conflict - Loop Sound Works But The Other Sounds Don't Play
May 5, 2004
How can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
I am using FLASH CS3.I have gone through many posts, seems to be an issue with many people.Still haven't come across a fix.Website made in FLASH. Flash movie loads and sound works great!I have a button with 'StopAllSounds' action script.[code]When I go back to main page... sound starts up again.Is there a way I can stop all sound regardless of where the visitor goes on the website?
How can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
Code: soundTrack = new Sound(); soundTrack.attachSound("loop");
Im using loadMovie within a .swf on level 1 to load an external movie into level 2. But when this happens the sound function doesnt work. The 2nd movie being loaded has the newsound defined and everything within itself. It plays if i run that swf seperately or using ctrl+enter. Yet when the 1st movie calls the 2nd movie onto level 1 at runtime.The sound in the 2nd movie doesnt play. But its button sounds all seem to be working.
I have an application in flash actionscript 2.0 that is running with several parts under each movieclips has an animation inside with a voice over. The problem occurs when I test the movie, the voice over/ sounds plays but when I click the pause button and play again the voice over/ sounds, sounds saggy and later on no sound will play.
I have 20 players in a game and cutting and pasting lots of code except for a few numbers. I have future features that would require over 400 lines of mostly repeated code. So I learned how to use "for", and practiced with a trace command. Traced the results exactly as I thought. However when I apply it to the guts of my function, the movie breaks down. I suspect it's because the function is being called on an EnterFrame command and the for loop I wrote is being executed over and over.
This works when I hand code: Actionscript Code: function drill(){GUESS0 = ((guess0min * 60)*1000) + ((guess0seconds * 1000)) GUESS1 = ((guess1min * 60)*1000) + ((guess1seconds * 1000)) GUESS2 = ((guess2min * 60)*1000) + ((guess2seconds * 1000)) GUESS3 = ((guess3min * 60)*1000) + ((guess3seconds * 1000)) GUESS20 = ((guess20min * 60)*1000) + ((guess20seconds * 1000)) //and then 300 more lines of other code}
And then a button later calls this when pressing: Actionscript Code: my_MC.onEnterFrame = function(){_root.drill (); //so _root.drill is continually being called, which is good, because it has all sorts of data that needs to be refreshed, but I think it's screwing with my "for" loop.}
And the following is NOT working. Actionscript Code: function drill(){for (i=0;i<20;i++){ "GUESS"+i+" = ((guess"+i+"min * 60)*1000) + ((guess"+i+"seconds * 1000));";}
But when I trace it in a separate test movie, it outputs exactly what I would hope it placed in the code: Actionscript Code: for (i=0;i<5;i++){trace("GUESS"+i+" = ((guess"+i+"min * 60)*1000) + ((guess"+i+"seconds * 1000));");}
So at the end of the day, I guess I can trace these results in a test movie and use it to generate what I need, and cut and paste it into the project... but I thought 'for' loops were for saving time AND space. Am I using this code right? Maybe my use of "", or +, or i is misguided?
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I'm almost done building a full flash site where it navigates by position of timeline.I just need a simple on/off button for a soundloop to loop and play automatically. the on/off button just simply turns it off (toggle is optional). on it doesn't have to resume, just start the pool again.
i am using soundmanager to order sounds. my site preview, in home page, square shapes comes into stage and you can drag drop them, all shapes binded its own sound. if they are colliding binded song will play.
the problem is i have 3 second timer to control sounds. every timeout i have to stop sound and play again for synchronous issue, that is my solution for that part. but sometimes before loop, there is an annoying little silence.
I created a movie clip that I am using as a button. I created the states in the clip (up, down, over) and the graphics work, but the sound is driving me crazy. I have a rollover loop that plays and a special click sound on the down/press. On the mouseclick, I want the rollover loop to stop and the down/click sound to play. Also, a getURL is happening on the release. Basically, everything works, except you can't hear the down/click sound. All sound just stops on the click.THis is AS2. Here's my code on the first frame. In the clip/button itself, I have the states labeled, the sounds placed using the properties and a stop on each keyframe of each state.:
I am using the script below to move from a flash menu to other URLs. It works fine except we need to play the sound completely before sending the browser to the new URL. We are using external sound files and AS3.
Here�s my doubt i give the search a try but there�s nothing similar, I�ve made this simple function, then I call on especific frames, the doubt is, I just want to "play" the mc one time because it have a sound inside, the sound must be played just one time and then finish, how can I achieve that...?[code]...
Basically I have a animation loop movie clip and a button layed over top that controls that animation. When hovering overtop the button, the movieclip's saturation changes by moving up a frame in the timeline. When clicked it is supposed to move the position of the movie clip. The problem is I can't have a mouseclick handler and mouseout handler (goes back to frame one) on the same button. I can't create the animation as a button because I NEED the animation to keep playing uninterrupted. I just need the saturation to change and I don't know any other way to do it other than create multiple key frames.
Code: button_11.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_26); function fl_ClickToGoToAndPlayFromFrame_26(event:MouseEvent):void { gotoAndPlay(5); } button_11.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_4); function fl_MouseOverHandler_4(event:MouseEvent):void { gotoAndPlay(2); } button_11.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_2); function fl_MouseOutHandler_2(event:MouseEvent):void { gotoAndPlay(1); }
I have a video and background music in one flash file. I need the background music to fade out when the video is playing, and fade back in when the video is paused. Everything works fine until the Music On/Off button is inserted.If you try out the attached FLA, the background music is able to fade out when the video is played and fade in when the video is paused. But once you toggle the Music On/Off button, the background music fade in/fade out doesn't work anymore.
I have five different scenes all including three different buttons. When I test the buttons in "play scene" - all buttons sounds correctly in all scenes. But when I play movie, there is sound only with one button (the same button in every scene). I have looked for differences, but this button seem to have all the same parameters as the others.
I have one swf (let's call this 'A') that loads in an external swf via my own pre-loading class. We'll call this 'B'.s both swfs are written by myself, the structure follows the same one I always use, ie. a DocClass named 'Main'. When B is loaded in, the DocClass's clash - ie. B calls A's DocClass. a) Is this normal behaviour?b) Will this conflict occur for any other variables/functions that share a name?
I have imported my wav files to my library added them to the down state of my buttons and when I test the file I get (Sound has no valid device sound path although exporting device sounds was requested in the export settings. This sound will be ignored.) I have been surching for an answer but as of yet have found none.
If you place a for loop in a recursive function with the function call within the loop... will the loop finnish or does it stop working untill the last recursion?
Iam trying to control my sound via AS3. My code looks like this:
[Code]...
I gives me an error code:1151: A conflict exist with definition mysound in namespace internal. I and also the website doesn't function properly like my intro movie doesn't play and then it skips thorough everthing else.
I'm planning to implement as sound that will simply play in the background of my site. The sound file is just under 30 seconds in length. Obviously I want this to loop ... can I set it to do so using ActionScript? If so, would you mind providing me with some sample code?
We have found that if you skip over frames that include nested movieclips with embedded timeline sounds, those sounds loop endlessly.For example, if you gotoAndStop(20) from frame 2, but frames 5-10 have a CLIP A that embeds CLIP B, which has a timeline sound, you hear that sound over and over again (even though the playback head never touched the frames with that clip).Does anyone have a convenient workaround (other than the obvious -- playing sounds dynamically, etc). For animation-sync reasons we need to use timeline sounds in this particular case.
As I have commented before I am building English teaching apps. I will have music playing in the background, words being pronounced and at times a surprise sentence. All three could sound at the same time at any given point. To build this properly should I use SoundChannel for all of these?
At the moment my code for the music loop is as so. The sound is in the library and exported for AS. Is this code fine or is it better to assign it to the SoundChannel class.
I made some sort of MP3 player based on an XML file, and I want to load the next track when pressed on a button. Well that part works, the problem is, when I play the next song, this is what happens:
- The next song plays
- The bar that is normally buffering is already full
- When I skip to a part of the song, it skips to the first song!
How can I "clear" a sound variable and load another one?
So im recreating my ear training program with more effective coding so i can add on to it. original i did.
//88 C8 var mp3Req88:URLRequest = new URLRequest("88.mp3"); var mp3_88:Sound = new Sound(); mp3_88.load(mp3Req88);
I basically got 88 sound files (each note of the piano) doing this code 88 times for each sound. with mathamatical equations made my ear training program.
Is there a simpler way to import these sounds in a loop of some sort so i dont have to do this 88x for the piano and however many times for the other instruments i will be including?
thus var i have tried things along the lines of below with failure
var i:int; for (i = 0; i < 5; i++) { var pianoMP3Req+i:URLRequest=new URLRequest("piano/"i+"mp3");
that have more than 200 sounds , so I cannot just put the sounds in my libray in flash and then instanciate them as class and play them. Because the sound it will play when I click one object is not always the same.I have this function to play background sound , where enters the name of the song I wanna to be played :
public function startMusicBack(music:String):void{ var musicback:Sound = new Sound(); var bgChannel:SoundChannel;
I'm having an issue with setting the volume on my sounds.
I have a number of movieclips, that when clicked on, play a sound. I have created an Event Handler for the movieclip, that when it is clicked on, the sound plays, but the setVolume is higher.
I also have background music, set a bit lower than the rest. Here's the issue, when I click on the movieclip that makes it's specific sounds go higher, the background music goes higher also.
How do I set the volume of my movieclip without it changing the volume of the other sound/s?
Here's the code:
Quote:
gameMusic.setVolume(50); gameMusic.start(0, 500);
[Code]....
I want gameMusic to stay at 50, but it goes to 300 when I click on shark. Why would that change it?