ActionScript 2.0 :: Restarting After A Few Seconds?
Jan 19, 2004some code I can add after at stop(); function to restart the movie (or play from frame1 on scene1) after 3 seconds?
View 10 Repliessome code I can add after at stop(); function to restart the movie (or play from frame1 on scene1) after 3 seconds?
View 10 RepliesI'm having some trouble with loadSound. I've created a portfolio section for a company that has short (1:30) mp3 clips. The clips are being loaded in dynamically through an XML doc. For whatever reason, when the sound loads, it plays for almost exactly 2 seconds, then restarts and plays all the way through. My flash is set up in three frames, the first two are the main gallery, then frame three is where the sound is loaded and played. "p" is defined by which icon in the gallery is clicked.
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I'm having some trouble with loadSound. I've created a portfolio section for a company that has short (1:30) mp3 clips. The clips are being loaded in dynamically through an XML doc.
For whatever reason, when the sound loads, it plays for almost exactly 2 seconds, then restarts and plays all the way through.
My flash is set up in three frames, the first two are the main gallery, then frame three is where the sound is loaded and played. "p" is defined by which icon in the gallery is clicked.
Here is my code for reference:
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
if (p == 0) {
[Code]....
I'm getting a data which contains a certain number.
I need to find how many hours, minutes and seconds it stands for.
for example:
I'm getting the number 248 which means:
00 hours : 04 minutes : 08 seconds
I'm running ubuntu 9.1 firefox 3.5.9 and flash player 10.1 r53. You tube works okay but napster every single track that gets to about 40 seconds restarts - and this isn't because of my subscription since it works on my laptop and desktop. Also [URL] movies restart eveysingle time too. Running on advent 4213 netbook.
View 1 RepliesI have a container swf that preloads 4 other swf's and the user can navigate between all 4.
The problem is that once loaded, the animations for all the swf's begin immediately. So the animation for the 4 swf could be finished before the user ever sees it.
I've tried reloading the swf as a new URLRequest, but that caused an issue: when I test using a simulated slower connection it causes a slight delay in the loading of the swf.
Is there a way to restart a preloaded swf?
I have a box with question marks as buttons coming in from the right and then the main timeline stops, waiting for the user to rollover each button. When you roll over each question mark, the audio plays along with the corresponding text for each button. After all the buttons have been rolled over, I need to continue the main timeline from where it stopped to finish the scene.
View 6 RepliesWhen i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60;
sprite.onEnterframe = function(){
time -=1; ( this counts faster than seconds)
}
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
View 4 Repliesi can only test my game once. once i close it, the test won't start until i reopen the entire flash application.
View 4 RepliesIs there a way to enable a vhost without having to restart the entire fms server?It seems very horrible that you would have to kill everyone using the server to add new vhost?
View 8 RepliesI have Flash Media Interactive Server 3.5.5 on Windows 2008 server. I developed video chat application (many to many), it's only 1 FMS application with about 50-100 room instances and 1 lobby instance to which all users are connected. There are up to 600 - 700 users at a time which produce about 2000-2500 connections to FMS. Problem I have is with steady raise of memory usage, which if goes little above 2GB will make FMS unresponsive and it would restart itself after about 1-2hours. To avoid that Im restarting FMS manualy every 3-4 days. Interesting thing I noticed is that if I restart FMS from admin console, used RAM memory won't fall at levels as if it would right after whole Windows server is restarted
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I am building a website where I have a fade-in MC of a box. What I want it to do is fade_in every time you switch to another page. At this point, once it fades in for the first time, the MC does not fade-in for the other pages, it is just there. I have a stop() in the last frame of the MC and no reference of the MC in the AS in Scene 1.
View 5 RepliesTry to simulate the OnPress/OnRelease aspect of earlier versions. It is working so far, but when I press the space bar, it goes around once, then stops. If you check the output, it is looping back to the enter aspect, so it looks like it is not working, but it just keeps restarting. I need to make the enter frame event not work since the keypress is already down, and only work on the first time I press it.
var spacebarKeyDown:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void{
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
function checkKeysDown(event:KeyboardEvent):void{
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when running an SWF some variables are being changed and objects created.If I wanted to restart the clip I have to restore all the variables to their starting values, clear all Intervals if any and destroy the objects created at runtime.If instead I load the clip into itself using [code]
1. what is the difference between loadMovie(swf_file_name, this) and loadMovieNum(swf_file_name, 0) in this context and which one is preferable?
2. Both obviously reset the values. But do these functions perform rubbish collection, i.e. free memory of the objects created at previous run-time, clear Intervals etc to prevent memory leak and processor clogging ?
I am just getting to grips with the tween class, and was wondering if anybody would be able to following query:I am trying to pause the following tween after it has gone back and forth once, then after about 2 seconds restart it again, is anybody ablut with this?Here is the code I am using to just go back and forth once:
import mx.transitions.Tween;
import mx.transitions.easing.*;
var x1:Tween = new Tween (balloon, "_rotation", None.easeIn, -3, 4, 3, true);
[code]....
I'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
View 4 RepliesI am currently using the following code to display the secconds of a FLV being played:
ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code:
function strPad(str, places, pad, side) {
while (length(str) < places) {
[code].....
I have a simple FLA which loops through some keyframes and randomly places movie clips on the stage.
Frame 1:
Contains nothing
Frame 2:
Code:
_root.tile.duplicateMovieClip("tile"+i,i+1)
_root["tile"+i]._x=Math.random()*800;
_root["tile"+i]._y=Math.random()*600;
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On Frame 4, I add a button which I'd like to use to restart the whole thing.
The button has this AS on it:
Code:
on (release) {
i=0;
var ref = null;
[code]....
I've created several buttons and each contains a movie clip. I then placed each button on the main scene. Everything works well except the movie restarts every time the button over event is fired. I added a mouse over listener to each button so I can reposition the button. However, the movie restarts even if I don't reposition the button. (i.e. Button 1 is active and the mouse leaves the player and returns to Button 1.) How do I keep the movie that is embedded in the button from restarting?
View 2 RepliesI am sometimes (sporadically) facing the problem, that I cannot connect to FMS server with FMLE, using username and password.When I then restart FMS everything is working correct again. A customer discribed that he was not able to reconnect to the fms, as soon as he closed the FMLE without stopping encoding process?I am using the default authentication plug-in in FMS 3.5.6 on a 64-bit Debian.Everything else is working correct, only reconnecting with encoding-software (like FMLE) is not working.Is there any possibility to get the authentication working again, without restarting the whole fms process?
View 8 Replies[URL]. Site works fine after a lot of experimentation but there's 1 problem. If you start the video and go to another tab the audio continues go back again and it starts again, this can happen multiple times. I am using a flv playback component.
View 0 RepliesI'm currently working on a detailed music media management application in Flash. There is a mp3 player which plays music and has a playback seeker (keeps track of current time for track and a tiny pin that that increases its x position as the track plays). I have a simple play & pause button that does appropriate functionality of playing & pausing the track, but the issue is that I have to pause the Timer associated with updating the playback seeker. The seekerTimer object has a delay of 1000 (1 second), while I'm listening to a track, the timer may have already excuted 600 ms, only waiting for 400 ms till the next timer event is dispatched to update the playback seeker. If I hit the pause button at 600 ms of execution time and I do a seekerTimer.stop(); and then a seekerTimer.start();, the timer does not resume its execution and instead restarts executing from 0 ms. This means that the playback seeker is not updated accordingly.
How can I pause the timer when I hit my pause button (essentially store the execution time), and then resume execution when I hit the play button? The play button doesn't have any parameters to start executing from a certain time. I looked at tutorials online but they all rely on the getTimer(); function, this returns a value of how long the Flash player has been running (from initialization). The issue is that the mp3 player in this Flash app doesn't initialize upon the application initalization (I know its a bit confusing).
I have a movie clip that generates random numbers until the numbers I specify come up. The movie clip takes a random amount of time to cycle through. It only plays once.
Basically, I want the main timeline of the movie to pause until the movie clip finishes, then continue on (to a new scene, or current scene if this is easier).
I got the main timeline to stop and wait for the MC to play, however, when I add the _root.play() to the end of the MC script, it plays the main timeline right away, over the main timeline, rather than waiting for itself to finish.
Im new to AS3 nd I just had a quick question. In the puzzle game below, How do I delete all of the puzzle pieces that have been generated?
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Sounds strange, but let me explain. What the user sees: Loading the page, color swatches fade in and slide over into place, row by row. Once in place, user can drag and drop swatches around, place side-by-side, etc. The script necessary to attach to a button so that all swatches can be reset back into place where they were, and not generate a replay of the initial movie clip from the beginning. (a goto and play is not what I'm looking for) Here's my code so far:
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I have a video player and trying to make a time indicator of minute and seconds.
View 3 Replies1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
I'm trying to add a running timer to my flash movie. I've got it now so that it counts seconds (by comparing _currentframe with the frame rate), but I'd like to be able to express that in minutes:seconds.
View 13 RepliesI'm trying to add a running timer to my flash movie. I've got it now so that it counts seconds (by comparing _currentframe with the frame rate), but I'd like to be able to express that in minutes:seconds.
View 13 Replies