ActionScript 2.0 :: Make Blast Loud Without Changing Value Of Other Sounds?
Jul 24, 2009
I'm making a game in AS2. And I have made it so when explode is triggered it plays a "BOOM" sound, named blast. I wanted the "BOOM" sound to be louder the bigger the bomb, which you can charge up. To do this I have put...
Code:
variableName = new Sound();
variableName.attachSound("blast");
variableName.setVolume(player._width*0.75);
variableName.start();
And this works fine. My only problem is that I have other sounds in my game and this changes the volume of EVERYTHING in the game each bomb. How do I make "blast" louder the wider the "player" is, without changing the volume of the other sounds?
I am making a website, and have 5 loops that I would like to use.I need a button that will change between those 5 loops.I also need a button that will mute and unmute all sounds.
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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.
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I have seven loops in total. I imported them into the library. i've put each of them in a seperate movie clip with the names loop1,loop2,.In those movie clips, the first (key)frame contains the action stop(); . The second frame is a keyframe too and from here on the sound starts. And of course they loop.Okay, now the buttons to control the movie (Prev, Stop, Play, Next) work fine, but let me explain the system i used. I used a var loopnumber and everytime you click Next or Prev, it '+'es 1 or '-'es 1. I also set a variable number_to_play = "_root.loop"+loopnumber, so you would get _root.loop--number--, where --number-- is 1,2,3,4,5,6 or 7. To actually play the sound, i used tellTarget(number_to_play) {gotoAndPlay(2)}.That's why i added stop(); to the first frame of those clips.how can i make a volume slider for those sounds inside my movie clips ? I've checked this forum already for questions like this but they don't use the system I use.
I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
im trying to make a music/sound control and FX sounds control,so i have my FX volume level as a variable(FX_vol) and also the Music/sound volume level as a diffrent variable(M_vol),so i set them as sounds that i can use trough coding:
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im using stopAllSounds();command to mute all sounds, and it works fine with sounds that are already loaded (background music), but if there is button which triggers some new sound (after activating mute button ) or any other function to import new sound object you still can hear it despite stopAllSounds();.which command to use to permanently block all sounds already loaded and those which can be triggered by future actions.Now i have stupid situation> background music is muted but you can still hear sounds when cliclking buttons (which is ok but NOT in muted stage).
I am working on a game that involves a play head (called playHead) moving along the screen and when it encounters various movie clips it triggers a sound to be played. It is all going well except that the sound seems to want to play more than once, so there is a staggered wierd sound. Is is possible to make the sound only play once and also it needs to play until the the sound has finished. (the sounds are all very short).Here is the code:
onClipEvent(enterFrame){ if (this.hitTest(_root.playHead)){ _root.sound15.stop(); _root.sound15.attachSound("over"); _root.sound15.start(); } }
When I updated my Flash website I added new sounds to all buttons on the site. I also animated the main section buttons with a movie clip in the "over" frame. I added sound to the "down" frame of the animated buttons in the same manner that I added sound to the no n-animated buttons. When I click on one of the non-animated buttons and release, the complete sound plays.When I click on one of the animated buttons and release, the sound stops the instant I release the button. If I click on one of the animated buttons and do not release but continue to press the mouse button, the entire sound will play. How can I make the animated buttons behave like the non-animated buttons and play the entire sound even though the button is released?
I need a flv with two sound. I want to load load two different sound for one flv file. For example I want to load my flv file in frame 1 with sound 1 then I want to load my flv file in frame 2 with sound 2. How can I do it?
i load external swf to the main movie. They all have sound. Have no problem to stop sound of the main movie (by the behaviors), but it doesnt stop the sound of the external one. What AC should be used to stop all sound, external and internal?
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