ActionScript 2.0 :: Store Sound Level To Move A Mc?
Jun 2, 2008
I'm trying to develop a game that will use sound to move an mc. I want to be able to store where the level of the sound bar is after 3 seconds. Depending on how loud the player shouts the more power they will get.This is what I have so far:
// set up microphone object
_root.createEmptyMovieClip("myAudio", 1001);
_root.myAudio.attachAudio(Microphone.get());[code].....
I am using a flash app. I can send and receive streaming data to FMS by using this app, like the chart I attached. [URL] This app uses RTMP to access to FMS. I want to upgrade this app to display sound level of each client. Is it possible by using Actionscript and FMS? If so, which class should I use?
I may be confusing myself as I seem to do this whenever working with multi-D arrays... but perhaps you guys can set me back on the right track. I'm working on a flash application that is kind of a game. It's a memory test consisting of 10 blocks, it is very similar to the one shown in the video below.... but there are some differences where this one wouldn't for my situation. (apparently I can't link) The title on youtube is Spatial Span... it will be the first result if you search for "Spatial Span" The difference is that there are 2 sets to every level and you only need to get 1 correct to move onto the next level.
i want to be able to create multiple shapes and store them perhaps in an array to be able to dynamically move them and change them.is there a way to have a shape object and store it an array?so that i can do something like shapeArray[0].x =100 current code
for(var i=0; i<10; i++){ var sprite:Sprite=new Sprite(); sprite.graphics.lineStyle(1)
I`ve run in a bit of a problem. I`m trying to make a web player in AS2. It stores some data from player for later usage in a shared object. One of the things i`d like to store is my current playing position, so player can start of where it was playing after page reloads, but i can`t think of how it should be done..
Does anyone know how I can load a movie into level1 that has sounds embeded in it and be able to play them? I would like to load the sounds using code on the timeline. I don't understand why my method is not working.Here is what I tried.I have a movie that I am loading into level 1.My sounds are inside the movie that I load into level1.So I ran a test and if I load the movie into level0 the following code works fine and plays the sound.[code]But then when I load the move into level1 and change the code to the following, it deosn't work.[code]
All the links and tips around here show how to fade a sound out, but they all involve buttons or sliders. Is there a way in a frame-AS to start a 5 second fade out on a sound that has been loaded in a new _level and is activated with:
MySound = new Sound(this); MySound.attachSound("MusicClip"); MySound.start(0, 1); MySound.setVolume(60);
I can set the overall volume here, but fade it out after it's been playing for 30 seconds...
i'm creating an interactive experience and I need to move a bar on screen reacting to the volume of people sreaming at a microphone. Like a CLAP-O-METER... is this possible with ActionScript?
I've got a movieclip (slider_mc) -- it's two 800x150 rectangles spaced 450 pxls apart on y. (Stage is 800x600).I load in the sounds, then when each sound is finished playing it launches a function that plays the next sound, this works fine. I'd like slider_mc to move on y when each sound finishes. The first tween works like it should, but nothing happens when playSound_02 is launched -- the sound plays but the tween doesn't work.Here's my code:
I have two layers in my FLA both with empty movie clips as follows:In mc_Empty1, I attach a faded background movieclip as I wait for mc_Empty2 to load a SWF. Once the SWF is loaded into mc_Empty2, I want to remove the faded background movieclip from mc_Empty1. When I load the SWF from the main timeline, the onLoad() function works and removes the faded background from mc_Empty1. However, when I load the SWF from mc_target, the SWF loads, but the onLoad() function does not. Here's my AS2 code:
//Loading SWF from main timeline mc_Empty1.attachMovie("mcFadedBg", "mc_FadedBg", 1); mc_Empty2.loadMovie("My.swf");mc_Empty2.onLoad = function():Void{ trace("loaded"); //This works removeMovieClip(mc_Empty1.mc_FadedBg); //This works}
[code]....
I know I'm targeting properly because the SWF loads as it should, but the onLoad() function does not.
This is making me a little kooky today. I thought I could defined a library path in PREFERENCES > ACTIONSCRIPT > ACTIONSCRIPT 3.0 SETTINGS then that library would be available to all AS3 FLA files, but that doesn't seem to work for me. If I use the PUBLISH SETTINGS and define the library path everything is fine.
Is there something that I could have done to disable the application level class path functionality? I guess I'm trying avoid having to set the library path for every new FLA I'm making.
My swf works with scenes. In the 1st scene i build a sound object :
PHP Code:
mysound = new Sound(); mysound.attachSound("thesound.wav"); mysound.start(0,loop);[code].....
but when i move to the 2nd scene, the sound stop looping... I could restart it using _root.mysound.start(0,loop) but it would restart the sound when you move from scene1 to scene2 so cut it up in the middle and restart which isn't so nice..
I am trying to play a sound clip using actionscript 2 the code I am using is attached to a button and the code I used is the following.
[Code]...
My problem is that the sound clip loops and I do not want it to do so. I have other animations going on on the stage. I tried to place the stop(); command but I do not seem to be able to make it stop after my sound has played once.
I have this script in the first frame of the first scene of my movie
[Code]...
which works fine when I test the movie locally, but when I c it to the server I get nothing. I tried using a .wav and a .aiff and still get nothing. Does anyone out there know why this is? Is it a server issue...maybe something to do with mime types? I'm at a loss.
I'm doing a bigger aplication in flash (as2).Image, there is a main "home" flash with several menu buttons.Clicking these buttons, I load external swf into an empty container in this "home" flash.[code]clicking buttons in this second level, will load external movies into an empty container in this SECOND LEVEL swf.This works fine, but now, coming to the THIRD LEVEL (don't think there will be more in the future) problems come up, some scripts won't work.Now (I'm a as2-beginner) I think, loading external swf ALLWAYS into containers in the first "Home" flash should solve the problem.But I don't know, how to load an swf from the third level into a container in the first "home" level.In the "home" level, I have a "close" button, that will unload the container content.I need to go to a certain scene "content_2" in the home swf, too.
i have game im doing, and i want it to jump to level 2 upon completing the first level, but the problem is, the level 2 is a seperate swf, i've tried to use
What I want to create is a group of 13 images and upon rollover each image would make a different sound. I don't want the sound to stop once you move the mouse though because I want a few different sounds playing at the same time. At this point I don't really care whether they play for their whole duration or just for another 15 seconds! I'm doing this for Uni and the guy said it wasn't that hard.
I have some basic knowledge in HTML code, but I am a complete newbie to flash. I've downloaded Flash C5 and that's about as far as I've got! I'm not entirely sure which template if any I would need to use. I can't pay back in knowledge since I don't know anything, but I could bake you cookies?!
I have a file1.swf which loads file2.swf into it. Within file2.swf i have a button that when clicked needs to remove file2.swf and load file3.swf into its place.
I have a movie that's 500x400 px in level 0 and has lots of thumbnails with pictures that I want to open. the thumbnails open a 500x400 px movie above the other but on level 1. the problem is that when the new movie loads on level 1, the thumbnails on level 0 (that are now hidden by the new movie) are still active, and if i click anywere in the movie on level 1, it trigger an action from level 0. Is it possible to load a movie to level 1 that deactivates the movie in level 0 without unloading it?
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?
tutorial where when you click on a movie clip it moves to a certain location on the page and then zoom in and makes it a certain size. Also i want it to move back to its original location if you click it again.I want the move and zoom to be smooth so the users can see it move across the screen then gradually get bigger.
well i want to make buttons that on rollover move to left, on rollout move back to their initial position, and if clicked, they but stay this time at the final rollover place, and be there until something else is clicked. When something else is clicked, the previous button , returns to its initial place. So i ve got it all figured out except for the freeze and move part when the buttons are clicked. All it does now , is when they are clicked they freeze at the position i want, but i havent got a clue how to update them, after so they start moving back, and reacting on rollover and rollout, when the next button is clicked.
I know this is very noob, but I need a simple AS move and loop. Move an object across the stage and once out of site, loop and start over again? It needs to be a slow and endless loop.
Using Tween class maybe? I tried the easeOut. But if will write 2 Tween, the 2nd one will overwrite the 1st one, so I only see the obj moving in the 2nd Tween direction, not the 1st Tween direction. I know the coordinates for the 2nd Tween below is not correct (cos all coordinates shld follow the defined reference point), so I need to find out the logo's width and height. But is alright now cos it is for testing purpose.