ActionScript 2.0 :: Opposite Action To "stopAllSounds"?
Jul 30, 2010
In have 10 scenes, each will having different audio files. Each scene will have buttons which take next and previous sc�ne. I am facing difficulties on controlling sounds.
I have placed action �stopAllSounds()� , because of this it will stop sounds in next scene also. I can�t call sound object as they are many.
I would like to keep the video sound from continuing after I go to the next frame in this file. Should I use "StopAllSounds" and if so where do i put it in the code?here is the code:
Is there a way to use the stopallsounds command with an exception? I want to stop all narrations (in a presentation) when a button is clicked but keep the background music going. So i want to stopallsounds except the background sound.
i have a music player in my shell that plays background music. In swf files that are embeded (two layers in) I have videos playing.i want to make a button that stops the background music. Its too hard to communicate with the music player which is many layers away so i think i should use stopAllSounds.However, after i press it, it also disables the videos. how do i disable the stop sounds function, so that I can play videos, without turning the background music back on?
I have rather large project that contains several swfs flvs with audio. The project is published in Captivate (which renders a main swf file). After the preloader screen, a lot of the audio files start playing at once at the beginning of the presentation. I have tried inserting an swf with AS2.0 command "stopAllSounds". It works as intended and stops all the cacophony. But then, none of my audio plays throughout the 7 minute project. Does anyone know how I can restart the audio?
I have created a game where all the main actionscript takes place in one frame.For extra functionality I was going to add a button to toggle on/off sounds, after searching this forums and others Im left confused how to implement this.If i choose to use stopAllSounds() Im aware it only stops the current sounds and will not interfere with sounds about to occur.
Collision detection and random sounds occur within my game on an interval, is there a simple way to turn off all sounds permenantly? The only other id would be a button with a toggle and use multiple IF statements to check status of sound on/off.
I am using stopAllSounds(); to stop all background sounds when i enter specific frame in my main movie and it works fine but how do i get sounds to continue to play when i exit this specific frame?
I'm building a dynamic gallery that supports SWFs for individual slides. In order to prevent background sound from carrying over from a previous slide to a different category page, I have attached stopAllSounds(); to navigation menu buttons. It does its job, but it turns off the sounds abruptly. I'm using alphaTo for transition effect from one page to another, and I'm wondering if there is a command that stops playing all sounds in gradation, so that I can make it consistent with page transition.
Dynamically loading mp3's. I have 10 buttons, 1 stop and the others track 01 - 09, these are all in one .swf file. The buttons are all on one layer, on another I have defined all my sounds like so :
firstSound = new Sound(); firstSound.loadSound("track 01.mp3"); through to ninthSound = new Sound(); ninthSound.loadSound("track 09.mp3");
Then I have the actions for my buttons on (press) { //Track 01 Button stopAllSounds(); [Code] .....
I have uploaded the 9 mp3's, the swf & html file to same folder and this is what happens: [URL]. When any of the 9 track buttons are pressed 7 of the nine mp3's download all at the same time from pressing 1 single button (no track 3 or 9 which play fine normally and have definitely been uploaded) and none of the sounds work. But, when I refresh the page the 7 mp3's that were downloaded now work. The stop all sounds still work on buttons 3 & 9.
I have an external SWF file and when I click on a "skip intro" button, right now I have a StopAllSounds(); on an onclick, so it stops the sound of the external swf, is there a way to fade out the sound instead on an onclick of an embeded sound on an external swf?
Have 8 mc's, and when I click one want something to happen to all except the one that I clicked.My question is how do I declare "all except currentTarget" for a MouseEvent?
I need to dispatch an event object when user stops moving mouse cursor. In poor words, i need the exatly opposite of a Mouse_Move event. Is there any solution or I need to create a event with EventDispatcher class?
and i would like it to do exactly the opposite of what it's doing.currently it is set to follow the mouse without using startDrag() and i would like to apply this to a panoramic view that has several pictures sliding past one another .... a lot like lostinbeta's footer. but rather than sliding to the _ymouse i would like it to go to the opposite of the _ymouse so that it appears more realistic.
Is it possible to get the custom cursor MC to act opposite the users actions? I want it to be opposite the center of the stage, lets say the real mouse cursor is 200px to the RIGHT of the center of the stage, but the custom mouse cursor is 200px to the LEFT... get it? And the same goes for the y coordinates. I gave it a try, but can't seem to get it right, math never was my strong side
I need to have a movie/image to go in the opposite direction to the mouse.For example, I want the image to go down if the the mouse goes up.Similarly for all other directions.
I want to have a subtle deceleration of the image.I also want to have a border for the image.The mouse should only move when the image is in the boundary.I want to have a mask, so that only the part of the image in the boundary can be seen.
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
Everything works great, but I'd really love to be able to ease the box to it's Y position, rather than moving it to it's final position immediately. I'm having a difficult time with it because the box is moved based on the mouse position, which obviously doesn't ease.
Trying to make a custom scroller which works but the odd thing is that when i drag the scroller to the bottom, the content scrolls the opposite way. So when the scroller is at its start point,the content is at its end point and when i scroll it to the end point the content reverses to the start point. Here is what I'm using
Code: var scrollLower:Number = -92; var scrollUpper:Number = 39; var textLower:Number = -92;[code]....
I am about to make a gallery where all the pictures are ligned up, in a vertical row collum.I wan to make the Movieclip move in the opposite direction of my mouse movement
I have an mc which moves on pressing buttons. I want it to come to the left of the stage if it hits the right end. Simple, isn't it? But I want to have one move thing done. I want only that part of the mc to come to the left which has hit the boundary. For example, Let this be the mc-
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) { this._parent.gotoAndPlay("98"); }
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) { this._parent.gotoAndPlay("98"); STOP ON FRAME 108 INTEGRATED HERE }
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0) Insert -> New Symbol Name - test Type - button Export for ActionScript Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code: on(release) { trace("trace"); }
I click on the button and it animates but no action event in the trace?