ActionScript 2.0 :: Looping Recorded Sound?
Apr 8, 2010i am creating this little drum program, and the sounds is all done, all i need now is the ability to record what you play so you can play it back right afterwards.
View 1 Repliesi am creating this little drum program, and the sounds is all done, all i need now is the ability to record what you play so you can play it back right afterwards.
View 1 RepliesI need to mix 2 sound data, one is a mp3 sound byteArray and the other one is a recorded sound byteArray. I use URLLoader to load the mp3 external file into a byteArray. The sound is recorded on a microhpone and stored in another byteArray. I need to save to a file - the mp3 comes first and the recorded sound after. I am using WavWriter to write it out as a wav file.
The mp3 is in 44Khz and 16-bit rate. The recorded sound is in 44Khz and 8-bit.Is there a way to do this? I have researched for a few days already and tried a few things, but still cannot find the correct way to do this.
You could capture the sound into a ByteArray and save the bytes in a file or a database. Have a look at the SampleDataEvent on the Microphone class, and the ByteArray class. As for the php I think you want to look at mysql functions or fopen() and fwrite().
View 1 RepliesI'm trying to build a play back progress bar for an audio recorded from the users microphone. It works okay but when I play back I can't figure out how long the audio is so I can calculate percent played for animating a progress bar. Most of these snippets can be found in LiveDocs and online examples from bytearray.org. Audio is stored in the bytearray and the sound is played back in a sound channel.
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What I'm trying to do is loop a sound on a mouse down event and then on mouse up event I want to finish what ever iteration it's on and stop the loop.
View 5 RepliesI have a Flash file with several sound fx. one layer has the sound of an airplane engine. Another layer has multiple instances of a camera clicking sound. Problem is that even though I have these sounds set to "repeat 0"... they keep looping! I even placed a stop(); but they still repeat.
View 1 Repliesto play only once and then stop but the camera flash to keep looping.The sound is on a separate layer, but whenever I put the 'stop' feature in the ActionScript, it stops the WHOLE THING, so the camera flashes only once.Again, I want the camera flash to repeat, but the click sound to play only once.
View 1 Repliesi'm having a sound looping issue at the moment on my site. I'm trying to make it so i have sparks shooting out of something, and at the same time the sparks shoot out i have a electric type sound. BUT the graphics all seem to work, but the sound for some reason, just keeps looping even when i'm not moused over. I put stops for the sound all over the place on like every frame and still doesn't work. Is there a bit of code I can use somewhere that will just mute the stupid thing after you take your mouse off the button?
here you can see what i'm talking about. I don't have it on loop. [URL].. the way i'm getting this animation to work, is by having one big movie clip and inside that movie clip i have the sparks movie clip, and the blue fade movie clip, then i just dropped in the sound where the sparks movie clip is.
I am fairly new to Flash, but I'm creating a sort of sampler for a university project. I have 16 circles each with toggle buttons. The on state included a sound file placed on the toggle movie clip's timeline. The sound is set to Start and Loop.
Basically, I want the first frame of the movie clip (the off toggle) to stop the sound from looping but despite my best efforts, nothing seems to work.
I have tried this.stop(), seachord.stop(), this.stop(Sound), this.stopAllSounds. I wonder if there is some sort of actionscript that will allow me to change the state of the sound file from Loop to Repeat, at least that way the sound will stop with a simple stop() script... I hope.
Alternatively, is there a way to stopAllSounds within one movie clip, rather than globally?
I have set up a movie in which i have imported the music. the movie is about 1 min long and music about 3 min. I have imported the music--works great I have set up a mute/unmute button--works great But I want the movie to loop, but not the music. The movie loops naturally at frame 1, but the music starts again while playing the the music from the first loop.
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I hope I'm in the right place for this. What I want to do is rather simple but I'm pretty much a noob when it comes to flash, specially scripting.I want to create a perfect loop of a 60 frames image sequence and and an .wav audio loop I created in SoundbooThe animation loops forever without copying the frames over and over again and I want the sound loop also to play forever. Just like it was made in this flash above.What I have so far is this line of code in the first frame of an empty layer:mySound = new Sound();mySound.attachSound("RobotsFTW.wav");Sound.start(0,100);but after some time the audio gets delayed and I have the same sound played over and over again
View 9 Repliessound loops wonderfully when I just let it play. And, my sound would loop perfectly if I set up just start and stop buttons to control it.
But, here's the problem. I want the "stop" button to function as a "pause" button rather than a "stop" button.
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So now, it pauses and plays perfectly, the problem is that when it gets to the end of the sound file, it loops back to the last point it was "un-paused" rather than looping back to the beginning of the sound file. Make sense? Has anyone come across this before? How can I get it to loop back to the beginning no matter when it was paused?
I have got stuck in an issue of syncronization of sound looping.What i have got issue is when the loaded sound start again it doesnot give the the sound in syncronize way. it gives a click sound sound then start agains.while on testing the song in the any song player it will not give such a click sound. There are smooth sound in that.
View 2 Repliesim currently building a site with 3 buttons and each buttons loads an external swf for each section of the site on a empty movie clip, im having an issue with the video section that has an video thumb gallery loading flv videos,
every time i try to go somewhere else in the site, the video sound continues to play (loop) behind the scene.
this is the actionscript code im using for my buttons.
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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.
View 2 RepliesI have a small loop of a beat. it automatically loops in flash, i need a button to mute this specific sound (so i can put other different sounds) and another button to unmute it... i've seen how to mute a sound (or set volume to zero) but that only works if the song is beiing played on the timeline, but this sound is looping!
View 9 RepliesI'm new to Actionscript and also new here. I've seen a lot of posts on this topic here and elsewhere, but forgive me, as I am having a hard time getting my particular Actionscript to work.
My goal is to have an external mp3 start playing by default, then continuously loop back to the beginning and play each time it reaches its end. All the while, I need to be able to play and pause the mp3 with buttons.So far, I believe I have everything working correctly EXCEPT for getting the sound to loop while retaining the functionality of my buttons.
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I am working on a Holiday Card for work, with a sound loop and an On/Off button. I used a boolean variable with and If/Else statement to check if the user had turned the sound off, as the movie looped back around to the beginning. After a lot of trial and error, I've gotten it to almost work properly... the buttons work correctly and the sound will stay on or off (after the loop) depending on what the user chooses. BUT, I cannot get the music to automatically start playing when the flash movie starts... the movie starts with the sound off. Is it possible for one of the seasoned AS3 veterans to take a quick look at my code below
MAIN CODE:
---
var pausePoint:Number = 0.00;
var isPlaying:Boolean;
var soundChannel:SoundChannel = new SoundChannel();
var sound:Sound = new Sound(new URLRequest("GlidingOnAir.mp3"));
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Im having trouble try to decrement the volume level of a sound after each loop. I am playing the sound just like this (not in a SoundChannel):
ActionScript Code:
var playCh:Dictionary = new Dictionary();
//....
private static function loopMySnd(id:String, loopAmount:int):void{
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The problem is that the COMPLETE only picks up the first time the sound cmpletes playing and not the second or third. How do I check each time it loops? I am currently storing all playing sounds by ID inside a Dictionary object.
It doesn't look like there is a solution for this unless you:
1) import the sound file inside your swf.
2) load the sound as a external swf.
I got a loop that I'm loading into Flash with the Sound object. The sound loads good and it starts playing but when it loops back to the beginning there's some silence and then it loops again. The sound loops fine in a sound editing program, the only problem is that Flash leaves a gap when its going to start again. How to make a sound loop seamlessly?
This is my code:
loadMusic = function() {
loop = new Sound();
loop.loadSound("lomtrack.mp3", false);
} loadMusic();
playMusic = function() {
loop.start(0, 100);
} playmusic();
I would like to fade in a looping sound but nothing happens. this is used to play a sound via events.Code:dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND, Main.SOUND_AMBIENT, false, true, false, 999999, 0, 0, setSoundVolume));this is the function to play a sound. the stop-function is almost identical to this one.[code]
View 2 RepliesMy swf works with scenes. In the 1st scene i build a sound object :
PHP Code:
mysound = new Sound();
mysound.attachSound("thesound.wav");
mysound.start(0,loop);[code].....
but when i move to the 2nd scene, the sound stop looping... I could restart it using _root.mysound.start(0,loop) but it would restart the sound when you move from scene1 to scene2 so cut it up in the middle and restart which isn't so nice..
I am still a NooB to Flash, but did finally get to build a successful preloader (ahem). Now that I have that built, I was wondering if it is possible to loop a sound within the preloader 'scene'. This is what I have built for final production:cene 1: Diesel Startup SoundScene 2: Preloader movie, while main movie loads (w/ loopable diesel engine sound?)Scene 3: Sounds stop, plays 10 sec movie, then 'goes to url'Can anyone point me in a direction to see a preloader w/ looped sound, or a project that shows how to do this? Or, even better, show me how the code should look? I'm getting lost in code!
View 2 RepliesI have a movie clip on the main timeline. Within it, are several other movie clipe. I want a looping sound to be triggered when each member is clicked. here is the following code I have, but so far it aint working! I set them all to play initially, so that they are in sync. I imagine this is just a linkage issue of sorts.
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I am still a NooB to Flash, but did finally get to build a successful preloader (ahem). Now that I have that built, I was wondering if it is possible to loop a sound within the preloader 'scene'. This is what I have built for final production[code]...
View 2 RepliesI am having difficulty figuring out how to make a background soundtrack play continuously while my actual timeline will loop before the audio file is finished.
The way I have it set up now, every time the playhead loops back onto frame1, the audio track begins playing on top of the last one, making it utter cacophony. Even after a few seconds it becomes utter madness as 3 versions of the same song are playing simultaneously.
How do you tell flash to stop Looping a stream sound that is imported from the library via Linkage method into AS3? I understand the idea of soundChannel that control the sound.
PHP Code:
block_mc.addEventListener(Event.ENTER_FRAME, enterframe);
function enterframe(event:Event):void{
if(block_mc.hitTestObject(circle_mc)){
myChannel= mySound.play();
}else{
myChannel.stop();
The above is a drag and drop situation, so when the block_mc is no longer hitting the circle_mc, the sound echoes or loops multiple times before coming to a stop. Any clue how to rectify this. How do you use onSoundComplete in AS3.
Here's the code that I have - I don't know why sound isn't looping?
// Attach Music
var req:URLRequest = new URLRequest("squeeak.mp3");
var sound:Sound = new Sound();
var controller:SoundChannel;
var myTransform = new SoundTransform();
var soundLoop:int = int.MAX_VALUE;
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what i'd like to do is create a button, and loop sounds in the "up" state of that button. the only problem is, that if i import the sound to the "up" keyframe and choose loop in the properties it keeps looping until the end of time. what i'd like though is it looping just in the event of the mouse being in the buttons' area. what should i do?
View 6 Replies