ActionScript 2.0 :: Adjust The Volume Of Two Sounds Independently
Mar 12, 2007
I'm working on a project in which sound plays an important part. I want to be able to adjust the volume of two sounds independently, �nd have access to the position in the soundfile. The code below plays 2 soundfiles ("L36 Bass.wav" & "L36 Perc.wav"). The sounds are declared as 'new Sound' with qualifiers("L36Bass" and "L36Perc" recpectively) in line 03 & 04 within empty movieclips, to allow individual volume-adjustments. The volume-mix between the 2 is then governed by the x-mouse position (line 10 - 16):
[Code]...
This works just fine (as long as the WAV-files are in the library and the option 'Export for Actionscript' is selected). However, when I try to access the position within a soundfile with the statement SndBass.position; this results in an 'undefined-error'. When I remove the qualifier in line 03, and go for 'SndBass = new Sound()' in stead of 'SndBass = new Sound("L36Bass")', the property SndBass.position is available, but, as expected, the individual volume-control is lost.
On a movieclip I have a sound that plays whenever the movieclip is dragged over the right object. It works but the problem is that it lowers the volume of the background music (which I don't want). I think that if it were possible to change the type of sound using ActionScript to an Event sound it would work.Here is the code:
ActionScript Code: unlocking = new Sound(this); unlocking.attachSound("unlock"); unlocking.start();
Does anyone know of a way to adjust the volume of all the sounds in a swf? I'm looking to build a volume controller that changes the audio level of the swf.
how to change the volume on individual sounds. I have the sounds linked from the library but when I use the setVolume command in actionscript, it lowers the volume on ALL the sounds and not just the sound I'm trying to target.
here is a more detailed version of my previous post. I have multiple buttons with random sounds being played on release through linkage of those sounds. Some buttons have 3 sounds, some have 2, which are played randomly. I know there are scripts for volume of each individual sounds, but that won't help here, I have many sounds that need to be controlled by volume buttons. I had 2 ideas: either tell me I can do them or tell me I'm stupid.
Give each sound the same instance name, and have a script increase the volume of that instance, therefore inceasing the volume of all the sounds -OR- Have the code that changes the volume of each sound, and have it do just that: increase the volume of each sound. In other words, have that script for each individual sound, over and over again for each sound (lots of scripting).
I'm having an issue with setting the volume on my sounds.
I have a number of movieclips, that when clicked on, play a sound. I have created an Event Handler for the movieclip, that when it is clicked on, the sound plays, but the setVolume is higher.
I also have background music, set a bit lower than the rest. Here's the issue, when I click on the movieclip that makes it's specific sounds go higher, the background music goes higher also.
How do I set the volume of my movieclip without it changing the volume of the other sound/s?
Here's the code:
Quote:
gameMusic.setVolume(50); gameMusic.start(0, 500);
[Code]....
I want gameMusic to stay at 50, but it goes to 300 when I click on shark. Why would that change it?
I have seven loops in total. I imported them into the library. i've put each of them in a seperate movie clip with the names loop1,loop2,.In those movie clips, the first (key)frame contains the action stop(); . The second frame is a keyframe too and from here on the sound starts. And of course they loop.Okay, now the buttons to control the movie (Prev, Stop, Play, Next) work fine, but let me explain the system i used. I used a var loopnumber and everytime you click Next or Prev, it '+'es 1 or '-'es 1. I also set a variable number_to_play = "_root.loop"+loopnumber, so you would get _root.loop--number--, where --number-- is 1,2,3,4,5,6 or 7. To actually play the sound, i used tellTarget(number_to_play) {gotoAndPlay(2)}.That's why i added stop(); to the first frame of those clips.how can i make a volume slider for those sounds inside my movie clips ? I've checked this forum already for questions like this but they don't use the system I use.
getting the script that stops all running sounds in the flash movie?I want to make a button that when pressed all sounds will stop, and when pressed again all sounds play again.Also, I need to know how to make a volume bar to increase or decrease the sound volume. Can any one give me a simple way to do these 2 things?
I've created a small music player with a sliding volume control. I'm having trouble with the volume. Though it does control volume properly, if I set the initial volume to less than 100%, the volume always starts at 100% until I move my mouse over the player. At that point, the volume changes to whatever the initial volume is set to.Is this a flash bug, or am I missing something? Here is the affected code (code for other buttons/functions omitted for brevity):
var song_initvolume:Number = 100; slider_1._x = groove_1._x + song_initvolume; playSong(0,song_play);[code]....
I'd like to be able to set the volume at say 50%, but the above mentioned behavior happens each time.
I'm building a video player and am kinda stuck at the volume slider part. It's a YouTube style vertical slider, meaning if the slider is in the top position volume should be 100% and if the slider is dragged to the bottom position sound should be 0. Currently it's doing the opposite of what I want :(
Dragging the slider down will make the sound louder, while dragging up lowers it.
Here is my code below dealing with the volume slider.
[Code]....
The (-4) is an offset value so when you drag it all the way to turn it off, it's 0 and not 4. I need to reverse this somehow, so the traces above will swap... going down will make userVolume = 4 and going up will make it 30.
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
I've got a serious of games which in turn load off a main main swf.I have mute and unmute buttons on the main menu and the same buttons in each game.When I unload/load a game I want the volume to stay as it is so they player doesn't have to keep turning the volume off. AudioOff is the button shown when the volume is off and AudioOn is the button shown when the volume is on.The code I've got now keeps the volume on or off through the games but the buttons aren't showing up correct with this code..
if (SoundVolume.volume == 1) { AudioOn.visible = false;[code].....
It seems right to me but I don't know. The movie button slides down the slider bar but it just doesn't affect the volume. Going to try to attach my FLA to offer better insight. Just tried to upload it and no matter if it's FLA or zipped FLA, it says it failed.
I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
I'm new to flash, so I am sure I am missing something basic, but I have not been able to reference movie clips independently in code. I have set an instance name on each symbol, but when I reference in code it is undefined.
If it matters my project is set up this way:Using Flash 4 Pro. Layer one: Static Background Layers two-five: individual movie clips Layer six: transparent buttons over the movieclips.The buttons work fine, but I wanto to play the movieclips on mouse over.
I am currently working on a project that needs to be resized depending on the size of the browser. I do not have much trouble in terms of coding it, but I have some 'good practice'
I cannot just resize the background of my swf et change the position of the elements on the scene; I need to resize all the elements. So I'm wondering about the text... My main swf is contained in a loader, so I could simply resize it ( the main swf) and all the elements would follow. The problem is I will end up dealing with half pixels and I guess my swf will look filthy...especially the text! Do you think it would be better ( but a lot more fastidious) to resize all the elements independently?
I am new in Flash actionscript, and I have a very simple request. I have a Flash file with one button on it. When I click on the button, it will play a small clip. Now what I want to do is to have that small clip as a separate Flash movie; so it will load only if I click on the button. How do you do that
I have 5 or so mcs on the same layer. I would like each one to preload, and then show when they have loaded - so you might see each mc appearing in cannon, or staggered. All five will not show at once.However, it doesnt seem like the preload code is working for each mc, everything just appears. I have simulated download when I view the mc. Is my problem with the code or how I am testing the movie?Within each mc i have this code on frame one :
I am (trying) to build a Banner for my companies website in AS3. I am currently using CS5 with the Greensock TweenLite package.
I want product images to slide in from the right of the screen, pause for 5 seconds, and then reverse() out of view.
The 11 different product images are assigned to variables a - j .
I also have an independent timer function that I would like to fire 5 seconds after the image has been on screen.
My problem is that I cant get the Timer to work independently with each function without writing a function for each variable (which pretty much defies the point of functions and variables...amirite?)
Does anyone know the best way to have Flash cycle through each image 1 at a time?
a.reverse() works...but is there anyway to say, like...currentMc.reverse instead?
I want to make these kind of game [URL] but in more compleks route, and i want to make the car can choose direction (straigt, turn left of turn right) but 1st thing 1st. i need a logical state for the timeline how the car works? how can i set the car run independently? because it can't be done in the main timeline. i'm guessing it has something to do the the action script, but i have no idea. i'm kinnda new to flash, this is the 1st time i want to create a AI-like programing with flash.
I have two movie clips embedded on my timeline each with a button that on release plays the clip. I want them to play independently so that when i click on the first video it just plays that video and not both. The same for the second video for it to just play the second video.
My question. How do I control a movie clips FPS independently of the main time line. I believe in the previous version of Flash this was not possible but I think it can be done with CS4 with AS3.
I have five images with motion add to them. One fades out while the next fades in. To get this to work slower then the main time line I would have to add a lot of frame for that movie clip to not run so fast. Which this will make the file size larger.
I need this movie clip to run at say 12 FPS instead of the 24 the main timeline is running at.
Using Away3D, I've successfully displayed a cube. So far, if I want to display a texture on each side of the cube independently (different textures on each side), I'd have to put them all in one texture, kind of like a sprite map. Is there a way I can do this so I can apply a different bitmap to each side of the cube? Here's my code so far:
[Embed(source = "texture.png")] private static var _texture:Class; var texture:Bitmap = new _texture(); cube = new Cube(new BitmapMaterial(texture.bitmapData),240,240,240); cube.material.smooth = true; cube.material.mipmap = (texture.width == texture.height);