ActionScript 2.0 :: Sound Fading In Function With Prototype And SetInterval
Aug 4, 2005
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'.
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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] .....
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Dec 23, 2011
How can I use setInterval in movieClip.prototype? This code increase num value just one time...
MovieClip.prototype.testFunc = function(num) {
var num = isNaN(num) ? 0 : num;
trace(num);
clearInterval(this.slideDelay);
num++;
this.slideDelay = setInterval(this.testFunc, 4000,num);
};
var testMc = _root.createEmptyMovieClip("testMc", 1);
testMc.testFunc(0);
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Feb 3, 2005
I'm trying to write a prototype function that will use setInterval. The following script defines a simple movieclip prototype that traces the clip's x position when called. The function works fine when called explicitly ( _root.foo.trace_x(); ), but does not when called by a loop.There are three clips on the stage, their instance names are foo, man, and chu. I created an array so I could loop through and have each one run the trace_x function once.Here's the code:
Code:
clips = Array('foo', 'man', 'chu');
num_clips = clips.length;[code]....
but instead, the output is "undefined" over and over and over.An example .fla can be found at http:[url]....
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Mar 22, 2004
I have a fadeIn prototype of:
[Code]....
This fades all my objects so on and so forth. I have a movie that is loaded into the _root, inside that is an mc called photos, jpgs are loaded into here and faded in. This photos being loaded in thing is based off some other code written by ... I can't remember I was looking to save time Anyway, thats like so.
[Code]....
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Dec 18, 2004
I have three movieclips that i would like to move to a certain position and fade in during this process. I would loke that to happen with an interval of 1/2 a second between each clip. The funtion is not a problem, neither is the setInterval! But how to combine these two??
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Dec 18, 2004
I have three movieclips that i would like to move to a certain position and fade in during this process. I would loke that to happen with an interval of 1/2 a second between each clip. The funtion is not a problem, neither is the setInterval! But how to combine these two??
View 3 Replies
Sep 2, 2008
I am putting a flash website together. It is a picture of a group of people standing outside and at random intervals a storm will fade in and out giving dynamic rain/wind/thunder sounds and lightning. The only problem I have is fading the sound out. The sound fades in fine with the movie clip but when the movie clip disappears the sound continue.Here is the code for that part of the flash. The "randomness" of the storm is set to very high probability on purpose for debugging reasons.
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Sep 9, 2009
I'm having an issue with fading sounds with GTween, can anyone let me know what I'm doing wrong here? Thanks in advance.
Code:
public function playBackgroundSound ( s : Sound ) : void
{
bgst = new SoundTransform( __volume );
[code]....
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Aug 30, 2004
The function is called on release of a movieclip. I'm making a drag a drop navigation and there are two content windows .. "h1" and "h3".
I don't think there's anything(much) wrong with my code itself, I'm just having trouble with calling anything within h_ins.onEnterFrame. Is there a fundamental issue that I'm not aware of? Below are all the details if you're interested.
[Code]....
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Jan 9, 2012
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
Code:
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND, Main.SOUND_AMBIENT, false, true, false, 999999, 0, 0, setSoundVolume));
this is the function to play a sound. the stop-function is almost identical to this one.
Code:
public function playSound(soundName:String, isSoundTrack:Boolean = false, fadeIn:Boolean = false, fadeOut:Boolean = false,
loops:int = 1, offset:Number = 0, volume:Number = 1):void {
[Code].....
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Jul 27, 2005
I am looking for a way to play music when the movie loads, but when a button is pressed, the sound will fade to 0, then when the button is clicked again, it will fade to 100. Here is a link to the file I've been working on...
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Dec 10, 2006
I'm trying to figure out how I can fade out a sound object after it has looped twice. Right now the sound fades 5 seconds before the end of the first loop (since the fade code is based on the duration of the sound clip).Seems like there needs to be a way to count when the duration has been reached two times and then the fade code is executed. Note: the linkage identifier of the sound clip is "mainPageLoop".[code]...
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Jan 9, 2012
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
Code:
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND, Main.SOUND_AMBIENT, false, true, false, 999999, 0, 0, setSoundVolume));
This is the function to play a sound. the stop-function is almost identical to this one.
Code:
public function playSound(soundName:String, isSoundTrack:Boolean = false, fadeIn:Boolean = false, fadeOut:Boolean = false,
loops:int = 1, offset:Number = 0, volume:Number = 1):void {
if (fadeIn) {
tempSoundTransform.volume = 0;
[Code] .....
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Aug 10, 2010
[code]causes this error with mtasc compiler:type error String has no field myFunction it must be possible to add new functions to a class via prototype.is there any configuration i can do for mtasc to be able to compile this code?
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Jan 25, 2009
Code: Select allMovieClip.prototype.play2 = function(direction, playback, begin, end, callback, clips) {
var o = this;
playback = (playback == undefined) ? (1000/24) : playback;
[Code].....
I have tried the same commands for onClipEvent (mouseUp) aswell!
Do I need to add something in the MovieClip.prototype.play2 = function???, or what is the correct approach.
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Apr 28, 2006
if have a prototype like this
[Code]...
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Dec 29, 2003
I have this prototype function:
[AS]
MovieClip.prototype.moveRight = function() {
// when it enters the frame
this.onEnterFrame = function() {
oldx = newx;
// if timelineMC._x less than or equal to howFarRight
if (timeline._x<=howFarRight) {
[Code] .....
Which works great except that it scrolls the whole thing all at once. Is it possible to put some kind of increment in there so that on a key press it only moves a certain amount of pixels?
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Feb 2, 2005
I found a cool prototype function here in the forums that plays a movieclip backwards:[code]I have the protoype defined on the main timeline of my main file. I call the function on press of a button from an external movieclip after it's loaded into main.When testing it in flash it works beautifully. When I test it online it doesn't work at all. Other code on the button being called at the same time does work (like unloading a movieclip on the main timeline).
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Apr 25, 2007
I'm having issues with something wanted to accomplish involving qued amations that i can reuse in various situations throughout an application...
Basically, what I'm trying to get is a prototype or function that will allows for multiple instances on that stage that start at a specific x/y and size, animate to a specific x/y size and end at a specific x/y and size... the x/y and size information is defined for each of the instances in the function.
A good place for this would be with buttons... check the sloppy diagram attached.
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Feb 2, 2005
Like the title says, I found a cool prototype function here in the forums that plays a movieclip backwards:
Code:
MovieClip.prototype.backwards = function() {
this.onEnterFrame = function() {[code]...
I have the protoype defined on the main timeline of my main file. I call the function on press of a button from an external movieclip after it's loaded into main.When testing it in flash it works beautifully. When I test it online it doesn't work at all. Other code on the button being called at the same time does work (like unloading a movieclip on the main timeline).
View 6 Replies
Sep 20, 2010
I have a flash file with a background music sound object, and I have a video player at a particular section on the timeline. When the playback head goes to the section with the video player, I would like the background music to fade, but of course, I need the volume to be up for the video. The code I have works find to fade the audio, but the problem is that the video's sound also turns off.
This is the code at the beginning of the timeline:
_global.volumeVar = 40; //Stores the current volume.
bgSound = new Sound(this); //This block works finebgSound.attachSound("music");bgSound.start(0,99);
bgSound.setVolume(0);
[Code] .....
Further down the time line, in the video player section, there this code, which works to fade the sound, but seems to turn off the video, too:
nInterval = setInterval(fadeOutSound, _global.volumeVar);
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Nov 10, 2009
I have a function that I want to run at an interval within a frame. I use the following code to start the function:
var intervalID = setInterval(intervalFunction, 3000);
Then, in a button's onRelease I want to stop the function. In the onRelease, I make a transition to another frame.
btn.onRelease = function()
{
clearInterval(intervalID);
gotoAndPlay("nextframe");
}
The intervalFunction continues to execute.
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Nov 20, 2009
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.
Here is my code:
ActionScript Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
[code]...
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Mar 19, 2004
[AS]
_root.logo._alpha = 0; //S�tt alpha p� logon till 0
_root.meny._alpha = 0; //S�tt alpha p� menyn till 0
var donealpha: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..
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Jun 16, 2004
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.
[Code]...
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Jun 16, 2005
Code:
_root.leftButton.onRelease = function() {
for(var i=0; i<6; i++){
animateThumbsToLeft(variable_1, variable2);
}
};
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..
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Jun 25, 2006
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());
[Code].....
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Sep 7, 2006
If i have a setInterval inside a function, will it execute at the desired interval, even if i only call the containing function once?
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Apr 28, 2008
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());
[code].....
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