ActionScript 2.0 :: SetInterval Keeps Calling Stop Sound Function
Oct 20, 2006
I have few sound files and I need to play then in an order and every time after the sound played a button is active then the user can click on the button to play next sound....etc. But at some point my setInterval keep calling the stop sound function even though myTimer is delete. I checked the actionscript dictionary and I found that the delete action is for Flash 5. Does it mean I can use it in Flash 7 or 8 and actionscript2?
Here is the code my created:
//-----------play sound---------//
function soundPlay(ID:Number){
var instrSound:Sound = new Sound(this);
var soundName:String = "SCP" + ID + ".wav";
soundID = ID;
[Code] .....
As entitled in this post, suppose we have wrote in timeline
[code]...
The problem emerges because I want to use local variables (i.e. a and b) to perform tasks of myF2 on several clips at the same time but started, say, a half of second one after the another. I don't want to use timeline variables because all clips must start with the same initial variable values.If it's impossible to use setInterval like this, how is it possible to fix the problem I described here? .This code is for Flash Professional 8.0
I have a function gameTimerInterval() set to run every half second. Every x of those intervals (the value of x varies in this situation), it creates another interval that calls the function birdTimerInterval() every y of these new intervals. Basically, gameTimerInterval() determines when a new flock of birds will enter, and then birdTimerInterval() controls how each individual bird in the flock comes in (one at a time). The thing is, there can be multiple flocks coming on the stage at the same time, so birdTimerInterval() will need to receive a parameter so it knows which group of birds to control. The only way I could see achieving this is doing something like dynamically passing the name of the interval that's calling the function, as I don't know how I could use global variables or arrays to distinguish which flock should be moving.
I'm trying to create a function that will help me fade in sounds with the help of setInterval. I'm almost there! Here is the code so far:
// Begin melodyhalf1 = new Sound("melodyhalf1_mc"); melodyhalf1.attachSound("melodyhalf1"); melodyhalf1.start(0, 99);
[Code]....
I placed a comment in the Sound.prototype.fadeIn to test if it was being called, as well as to see if the melodyhalf1 variable (object?) was being passed.
The results are that the fadeIn function *is* being called, but the trace(this) comes back with 'undefined'.
I am triggering short sounds dynamically from the library for a game (Specifically Air for Android). When the user clicks a button the sound can take up to 600ms to actually play. I have set it for any silence before the actual sound by calling the sound like so:
[Code]...
All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?
I have a movie that goes through a spiel and I want to be able to stop it then hit play and have it continue. Easy enough IF the movie just goes straight through. But what mine does is pauses at certain places to make way for some spoken word (to be added later) using setInterval.My problem is (seems to be) if I hit my stop button while it's doing it's 1.5 second pause, then the stop button gets ignored. [URL]
How can I use another setInterval function so, when the movieclip reaches the limit (in this case 100 pixels), it stops, waits for 1 second and starts the letsMove function again?
How can I use setInterval to start and stop the root timeline? I would like to use it in this little fade function wherein the setInterval would kick into effect once the alpha is 100%. You can see where I think it needs to go. Here's the code.
Code: stop(); variable = x+5; title_mc._alpha = 0; function fade() { var nFadeSpeed = 4;
I am having problems with this function, which is called when a button is pressed. I am loading a JPG with a movieClipLoader into a newly created movieclip, and while this is loading the other is still viewable and is faded and deleted when the new JPG has fully loaded, using the code below:
ActionScript Code: function loadBigPicture(iValue:Number, firstTime:String):Void { this.createEmptyMovieClip("myBigPicture"+iValue, this.getNextHighestDepth()); trace(_level0["myBigPicture"+iValue]);
[Code].....
If the button is pressed extremely quickly again and again, the intervals begin to stop working
I have a series of 6 images. In a single movie clip symbol (with the pictures embedded/attached in the swf), I want the images to fade in, stop for 4 seconds, fade out as the next image fades in, and repeats from there. I know how to do this with timeline tweens - but I wanted to learn how to make it in actionscript.
I've finally been able to make the images do this, but when I pull the movieclip into my main animation, it breaks all my stop(); commands for navigation. it seems to stop for 4 seconds and then continues on. I'm still very much an actionscript beginner, so I don't know how to troubleshoot it.
I have a bit of a problem with sound.. I have a main container animation with background sound that's loaded with soundChannel..I also have an externally loaded SWFs with Movie Clip buttons that have a sound ON ROLLOVER on the timeline..after rolling off - I place the:SoundMixer.stopAll();to stop the button from playing the sound once the mouse is rolled off.. However, the problem I'm running into is that it also stops the sound of the main container movie cli
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?
I'm sure this is a common problem, I tried looking around on the forum for a problem like mine but was unable to find anything. I'm using Flash CS3, Actionscript 2.0, and am making a soundboard. I have two scenes, one that's the title screen, of which has a sound file loaded via the timeline, (I think) set to Event and Loop, and a button which takes you to the next scene and makes a short sound when it's pressed. My second scene has background music as well, also set to Event and Loop.
Problem is that when I press the button, the background music keeps playing into the next scene. I tried using putting stopAllSounds onto the button, but that makes the sound of the button stop as well, and I'd really like to keep it. I've been messing with this for days, and I can't figure it out.
i want to make a single button to play a sound, and if pressed again, stop the sound. and if pressed again, play the sound, and so on... i know it has to be made with a boolean variable, true/false, but i just can't figure out how.
I'm creating a banner ad that tweens a thought bubble.It has 3 bubbles which tweens from the small bubble(1st one) to the big(3rd)one every 1/2 second with the setInterval function and then Invokes another setInterval which changes the text in the big bubble every 2sec. I got it to work perfectly, but the only problem is that I cant get it to loop through again properly. When I try to invoke the setInterval "animBubble" in the changeText function it doesnt read the clearInterval in the "animBubble" function causing it not to stop once the 3rd bubble has tweened in.
I added a setinterval function to my slideshow.Prob is when the slideshow reaches the last pic it returns to pic1 goes to pic2,... but after the second loop it starts mixing the wrong pics for the wrong number.I guess I did a mistake in the if statement(if (nextSlideNode == null)...). can someone solve this for me.
See following code below. Also how can I stop this animation. I did something like learinterval(advance); but that did not do the trick.
ok how and where do i put the setInterval script if i want to execute the "animateThumbsToLeft" function for 6 times and inbetween each time have a delay of say half a second..
how to clear the interval in this code? I'd also like to know if there is a better way of firing makeStars() than using setInterval in a function - like I'm doing. I've looked at the Kirupa tutorial and I'm not seeing what should be done.
Basically, this attaches a number of stars within the Stage width and height properties. When the browser resizes I rewrite the stars to the screen with the new bounds. But I can't get the interval to stop, so the stars just keep getting replaced - disappearing and relocating abruptly.
It all works great outside of the resizeIt() function, but once inside she goes down hill from there. A couple of things I need cleared up (pun intended) are:
1. Am I creating a new interval each time resizeIt() is executed?
2.What is the scope of the interval(s), and does how you access them change depending on where you are in the code, or are they more global?
stop(); //number of stars to make var numstars:Number = 100; _root.attachMovie("background","bkgd",this.getNext HighestDepth());
I have a function on my script that attaches a movieclip on a specific position and then it duplicates it several times. This movieclip has a code in order to move across the stage randomly. When I try to use SetInterval to repeat this function two weird things happen: the movieclips don't duplicate over that specific location (they appear on x=0,y=0) and if I set the location only one duplicates and the rest don't. My question is: what can I do to repeat the function every 2 seconds exactly as it is the first time it runs, without the objects not duplicating or moving from the original location?
Here's the code: meteoros = function () { this.attachMovie("asteroid","asteroid_mc",this.get NextHighestDepth());
[AS] _root.logo._alpha = 0; //Stt alpha p logon till 0 _root.meny._alpha = 0; //Stt alpha p menyn till 0 var donealpha:Boolean = false; //skapa en Boolean var doneshrink:Boolean = false; //skapa en Boolean var donemove:Boolean = false; //skapa en Boolean [Code] .....
The first two functions wont get executed.. I have tried to put trace("test") strait under the function ...(){ but it wont execute it..
I have four buttons on the stage which I want to move 20 pixels up (easing) and fade in from 0 to 100. But I want them to appear with a interval of 1 second. I came up with the following function:
Code: function showClips(yPos, alpha, speed) { var endY = yPos - this._y; this._y += eindY /speed;