How can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
Code:
soundTrack = new Sound();
soundTrack.attachSound("loop");
How can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
I have a video and background music in one flash file. I need the background music to fade out when the video is playing, and fade back in when the video is paused. Everything works fine until the Music On/Off button is inserted.If you try out the attached FLA, the background music is able to fade out when the video is played and fade in when the video is paused. But once you toggle the Music On/Off button, the background music fade in/fade out doesn't work anymore.
I have one swf (let's call this 'A') that loads in an external swf via my own pre-loading class. We'll call this 'B'.s both swfs are written by myself, the structure follows the same one I always use, ie. a DocClass named 'Main'. When B is loaded in, the DocClass's clash - ie. B calls A's DocClass. a) Is this normal behaviour?b) Will this conflict occur for any other variables/functions that share a name?
Iam trying to control my sound via AS3. My code looks like this:
[Code]...
I gives me an error code:1151: A conflict exist with definition mysound in namespace internal. I and also the website doesn't function properly like my intro movie doesn't play and then it skips thorough everthing else.
I'm having some trouble getting the following code to work - trying to use the new Sound.extract() function to get two seconds of a Sound into a ByteArray, and then create a new bytearray with a WAV header, and then output the file. The resulting 'test.wav' file sounds very wrong although slightly recognisable? I think I may have some of the WAV header settings may be wrong but I'm not quite sure what's the matter and after a long time scratching
If you have a Mac check this out:[URL] Notice that in IE the Flash just disappears when you mouseover the rollover images. Also note that the rollovers swap very slow. There is a conflict here I just can't figure out.
I have this problem when I try to fade in sound with the function below. It just doesn't work and I can't figure out where the problem is.I would like to fade in a looping sound but nothing happens.this is used to play a sound via events
Here�s my doubt i give the search a try but there�s nothing similar, I�ve made this simple function, then I call on especific frames, the doubt is, I just want to "play" the mc one time because it have a sound inside, the sound must be played just one time and then finish, how can I achieve that...?[code]...
I am working on a piece now that will have 10 invisible MC's (1-10) stacked on frame 1 in seperate layers that function like buttons on the main timeline. Each of these mc's will trigger a corresponding mc (A-J) to become visible and play and also start a sound file. This I have all worked out.
What I am writing about is a random function. When 1 triggers A, I would like one of five distinct MC's inside of A to be randomly selected to play, both with sound and with image.
Right now I'm working on the random function with sound, and I'm in need of soome assistance. I'm not sure of my approach, but why I'm stuck in particular now is because ususally when attaching a sound to an MC, when the sound is called it is through the name of the sound rather than the mc name and as I've created a random function I can't very well call the sound name as then it won't be random. Here's what I've got:
sound1 = new Sound(soundHolder1_mc); sound1.attachSound("chime"); sound2 = new Sound(soundHolder2_mc); sound2.attachSound("psychic");
I have made a sound sequencer where users can record their own sounds and add them to the sequencer, my problem is that I want to be able to change the sounds during the running of the program. Here is the simplified code for importing and loading a sound in ready to be played.
var BASS:String = "bass.mp3"; function bassURL() { var bass:Sound=new Sound(new URLRequest(BASS)); }
[Code].....
The reason I put the URLRequest and Sound in a seperate function is because I want to be able to change the var BASS to different mp3's during the program. Obviously when I run this it tells me that it can't find 'bass' because its a var inside another function. How can i get it to refer to 'var bass' inside bassURL?
I've designed an interactive quiz that has 10 questions, and for each question 3 possible answers (obviously only one of which is right), however I'd like to add some sound to certain questions and a small video clip. The only issue I'm having, and I've not been able to get my head around. I've loaded all the questions and answers into arrays, and used the random function to display them in a different order each time, and because of this I'm having trouble figuring out how I'll be able to implement the use of sound and video into the project.
I'll post the code so far below as to give a better idea of what I'm trying to do, and what I've done so far.
i couldnt attach my demo, its basically two buttons on stage, that play two seperate sound files, they can be turned on and off by a simple boolean.All songs are short sound files (going to be 10 second loops)What i want to know is, is there anyway to not start either of the sounds until the other one has finished its loop, so they are synchronised, so if i start one button off, and then put button 2 on midway through, it actually waits until buttons 1 sound is back at the start of its loop cycle until it starts to play it.If this is possible then i am excited as i am going to make a small little project [code]i have started working my way through the tutorials and already understand so much more about the basic concepts of AS3,
I have an image that grows on mouseover and shrinks on mouseout, and I'm using the following script for the events:
[code]...
The problem is that while the image is growing or shrinking,if the mouse is on the exact border it simultaneously gets stuck on both the mouseover and mouseout fuctions, resulting in seizure-inducing loop. Is there any way to ensure that a function completes once it's started, or some other way to avoid the simultaneous over/out condition?
I have two differnt flash elements on a new webpage we are working on. One is simply animated flames on a logo, the other is a burning image transition script I just bought.
[URL]
Why do the animated flames stop when the image transition occurs? How do I fix it?
I have an actionscript 3 based website that is loading font outlines dyncamically, from external font swfs, using a common technique.
... var FontLibrary:Class = e.target.applicationDomain.getDefinition("font") as Class; Font.registerFont(FontLibrary.fontClass);
Everything works fine until I attach assets from an swc containing text with the same font.At which point only the outlines from the swc are used. So for exampe, if the swc has a dyncamic TextField, containing the letters "abc" then only those letters will display in the website and not the entire alphabets that where previously loaded dyncamically from the font swf.
Im wanting to make a Movieclip budge when my mouse tries to go over it.Sort of a scattering effect.Say on my stage I have a movieclip, which contains a picture of a square.When my cursor goes near Square movieclip, it scatters, and reveals some text which is on the stage
I'm creating an application with an animated kid figure. All the kid symbols sit in a kidLibrary.Fla file, Each of these symbols have a class named "Kid" linked to it on its Properties >Base Class. This Kid class is responsible for setting the right color and hair type for each kid symbol instance. Every time i need to include one of these kid symbols i drag it to the current .fla file I'm working on. If I place only one kid symbol in the library of the file I'm working on, everything works fine!
Now here is the problem: When i place more than one kid symbol in the library, and then drag it to the stage, then one of the symbols works fine while the other one doesn't seem to access all the properties of the Kid base-class. The result is that only one symbol act perfect while the other one(s) not.
I'm an artist, not a developer, but I work with various media. I am so~so with AS3 and JS and a total noob with PHP and databases.Anyway, I am writing a Class based on keyboard events and I am finding that if the keys are hit too fast the triggered events don't complete.I'll explain further:I have a picture broken into parts (a red background here, a blue stroke there, and so on). Each one of these elements is a Library Object, and they are all set to alpha=0, and each one in turn, is tied to a key on the keyboard. When the key is struck, the picture element goes to alpha=1, plays a sound, and starts tweening back towards alpha=0.
Code: public class TypedImageV4 extends MovieClip { public function TypedImageV4() {
An unashamedly naive question, I'm afraid, from someone trying to get to grips with as3 classes... I have a movie clip (a car) on the stage that's linked, through the 'Class' field in the symbol properties dialogue box, to a class which allows it to move. This works fine, until I attempt to set up collision detection for a movieclip representing the track, by importing a CollisionDetection class; then, the car movement class does not appear to be imported at all. Neither does it appear to work when I include any import statement on the main movie's timeline.
I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
How to access the sound duration outside the onload function....im trying to diaply the duartion of each song in the playlist by loading them one after the other...but am not able to access duartion of all the mp3 files....i want to knw if there is any way to access the sound duration outside the sound.onload function.
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 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] .....
What i'm trying to do is make a drag able square and use a different cursor that I made to do so. It worked fine until I added the code for the cursor.[code]...
the first code (which I put into a frame) is somehow in conflict with my document class.I get these error messages:
1046: Type was not found or was not a compile-time constant: URLRequest 1180: Call to a possible undefined method URLRequest. 1180: Call to a possibly undefined method navigateToURL
But when I only use that code and unlink the document class it works. So there must be somehow a conflict between the two, but I have no idea how to integrate this code into my document class -I already tried it but the error messages keep coming, probably I didn't do it right.
code in frame:
Actionscript Code: btn_contact.addEventListener(MouseEvent.CLICK, contactClickHandler);function contactClickHandler(event:MouseEvent):void { var url:URLRequest = new URLRequest("../Subpages/SubpageContact.html"); navigateToURL(url, "_top");}
I have a flash project that when published with the "Transparent Windowless" Window Mode setting under File, Publish Settings, under the HTML tab... the following Action Script 3 code causes the link to be blocked by the IE 7 and 8 pop-up blocker when I use the "_blank" target and embed the flash movie on my page in Dotnetnuke, however if I use the "_self" target the link opens fine in the same window. If I publish the Flash project using the "Window" Window Mode the link opens in a new window with the "_blank" target without a problem. I need the Transparent setting because I have a menu bar on my page the drops down over the Flash and the menu goes behind the Flash movie unless it is published using the transparent setting.
I have a hitTest on an enterFrame event that adds a movieClip.I then want the movie clip to be on a timer that changes it to another movieClip.As you can imagine, there is a conflict because the hitTest always finds the original Mc an so over-rides the timer.I know this is a logic problem but I cant seem to figure it out.I am pretty sure I am thinking about this the wrong way.here is some of the code:
//this is the hitTest this.addEventListener(Event.ENTER_FRAME,leftPillarHit); function leftPillarHit(ev:Event):void {