ActionScript 2.0 :: Attach A Sound To OnRelease Globally?
Apr 7, 2004Is there a way to attach a sound to onRelease globally?
View 7 RepliesIs there a way to attach a sound to onRelease globally?
View 7 RepliesI want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
View 1 RepliesI have been at this for about 19 hours straight! I am going to go to bed immediately after this post, but for crying out loud, I have NEVER had this problem before today! Before anyone reads ahead and says 'you have to attach your sound object to a completely separate mc to be able to control it independently from all other sound/root volumes.' see if the following code accomplishes just that:
[Code]...
I want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
View 1 RepliesI have a "onRelease function"
CODE:
btn_4.onRelease = function () {
var yTween = new mx.transitions.Tween(slider, "_x", mx.transitions.easing.Strong.easeOut, slider._x, 695 , 0.600000, true);
}
This works good but I like to add in a "onRelease" play sound, too. How it have to look like and where do I have to place the sound? Because: When I add in a new function "onRelease" both block each other.
attaching sound to a mc in mc. My script :
var my_sound:Sound=new Sound();
a.b.c.attachSound("sound");
a.b.c.start();
but I am able to listen any sound.
I am making a little hidden object game and I want a sound to play everytime an object is clicked on, but I can't figure out how to do it.my sound is a movie clip called "meow". Anyone know how to do this?here is the code:
onClipEvent (load) {
found = [];
for (i=0; i<7; i++) {
[code].....
I have a problem playing sound on mouse over event, sound attached from xml file.The question is, can I attach two, or more different (excat) sound to the same movieclip?F.E. I have a movieclip about the dog, and some button on the scene, "name", "sound", "etc".If I click the button "name", and after I pointing the mouse over the dog_mc, the sound would be "a_dog.mp3", but if I click on the button "sound, the played mp3 would to change the "bark.mp3" on mouse over. Of course, there is lot of animals clip, so every clip have to have own sounds.I am would to avoid attach the sound directly inside the movieclip, but not so familiar in XML, so if somebody can me explain it is possible.
View 5 RepliesI would like to attach a sound to a movie clip that is serving as a button.
I want the movie clip button to make a little noise when the mouse rollovers it.
I am using Flash MX.
how I can have a sound play when something is rolled over.
It says that you need to preload and then play.
My purpose is for a CD ROM.
Do I have to preload everytime and then play?
Or do I preload once. And then play whenever I need it?
I want to attach a sound file and have several cuepoints that will cause certain movies to play as the sound file plays.I've looked into this and think I'm right in saying that you can't have an external sound file, like you can have an external Flash video file?What would be the best way to attach my large sound file?One way which I thought I could do what I need: create a Flash video file, don't show the video file and just play it... and then use Flash video's cuepoints.
View 4 RepliesI have a movie clip on stage and would like to attach movie clip and sound from library.
View 3 RepliesI have a foreign language resource which randomly creates and displays a number. The player then needs to select the correct number in a particular foreign language. What i also need to do is play the audio for the randomly created number. I have numbers 13-20 all as seperate sound files also named as identifier names 13,14,15 etc up to 20.
The following script loads the sounds. Sound1 is the sound which needs to hold the random number which is generated:
ActionScript Code:
onClipEvent(load){
Sound1 = new Sound();
rndClip = ????????;
[Code]....
I need to load this array as Sound1 so that the correct sound file plays to match the random number.
I am using attachSound to attach multiple sound through the library into different variables. But when I try to use setVolume, I get the same volume for all the sounds playing at that time.
View 8 RepliesI'm working on a background music class and found that you cannot use the Sound class in a class file. Specifically, initiating and attaching the sound. Starting, stopping, getting the duration and such seem acceptable (though I haven't tested this yet). I've done a few searches and haven't found any work arounds other than when the class is called, hand it the sound object with the sound already attached, like this:
ActionScript Code:
import bgMusicClass;
var bgSnd:Sound = new Sound(this);
bgSnd.attachSnd("newWave.mp3");
var bgMusic = new bgMusicClass(bgSnd);
I've attached a sound to menu buttons using AS. The sound worked perfectly until I created a external preloader file to load the swf into a container_mc. Now no button sound? If I load the swf without the preloader file the sound works?
Code: Select all//set up sound instance
var btnGrpAudio:Sound = new Sound(mcSoundHolder);
btnGrpAudio.attachSound("beaming");
btnGrpAudio.setVolume(60);
menus[i].btn.onPress = function() {
btnGrpAudio.start(); ....
Is there a way to ADD onRelease method on movieclip that already has a onRelease method? Without replacing the first one.
ActionScript Code:
mc.onRelease = function(){
trace('1');
}
I was thinking this, but it doesn't work
[Code]...
I would like to attach a sound to a .fla file that starts to play when the file is opened. I have created a button and would like to be able to use this button for a visitor to the site to mute the sound. So, I'm trying to accomplish two things, first attach a .wav file, then get the mute button to work.
View 1 Replieshow to eliminate previos attach before move to next attach MC..let say as u can see in my code..I just settign the interval..for 2 second..in other to attach the mc on eby one...so how to set up the code so that if the 2nd mc has attach it'll remove the 1st one attach for certain time...and so on..the scenario like this..
mc1 attach
after 2 second
mc2 attach --> remove mc1
after 2 second
[code]....
I have a flash project that involves using glow filters on several mcs all over the site, the problem is, the current way I'm doing it requires me to declare and assign the filter on every MC's container.
Is there a way where I can just declare the glow filter once on the maintime line, and then simply apply the filter on the MCs where needed?
this is what I use for every MC, and it's really tedious and hard to keep track of/change.
Code:
var Glow1:GlowFilter = new GlowFilter();
Glow1.color = 0xFFFFFF;
Glow1.inner = false;
[Code]...
For examples sake, say I have an 'Icon' class. When you set Icon's 'name' variable, it downloads the image (of the given name) from a server/directory.
The problem however, is that even though the name (of the image) is provided, the name of the server, or even the folder containing the image is not.
Of course, I could explicitly define the full name and location of the file to the class, but if I ever decide to change folder structure I would have to go through and find all references to the folder and change it. It also seems wrong to litter all of my parent classes with arbitrary URL's to feed to the Icon class.
The preference of course would be to 'globally request' the image server/directory on instantiation, but in the world of OOP how is this best achieved?
I was just about to have the Icon class dispatch a bubbling event, letting something at the end of the displayList catch the event/request and feed it the information (a String) it was looking for, but it didn't feel right. It feels like dispatchEvent should only be used to Dispatch Events, not request a string...
Also, I've come up to similar situations where I've needed a similar request structure without being an extension of EventDispatcher (such as just a primitive Object). Is there a best practice for both?
[URL].. lines a lot in our files to set up AS Tweens. Is there a way to import these globally on one frame of ActionScript instead of having to put it in AS for every time an MC is being tweened?
View 1 RepliesI have been trying to get this right for a few days now, but I am stumped. This code runs on the first frame of my movie:
Code:
_global.headingText = new Array();
_global.captionText = new Array();
_global.contentText = new Array();
[Code].....
i assigned some variables called charstrength and so on but i want to access these variables globaly as the action is on the first frame with all the variables stated and on the second frame i need to access those variables but it just wont let me.
View 9 RepliesI'm trying to control different sound attached in different frame. I want a button to turn on/off different sounds separately and globally. I mean after I've press one button in, let's say, Frame 1, it can turn off/on one sound attached in Frame 2 but another sound is not affected.
Right now, I've create 2 buttons for each sound to turn on/off the sounds sounds by setVolume() but I can work only when I entered that frame and press button in the frame. If I've press the button in Frame 1 and go to Frame 2, it did not take effect.
Here is my code for attaching different sounds in Frame 2:
Code:
infoSound = new Sound(infoSoundMc);
infoSound.attachSound("info");
alertSound = new Sound(alertSoundMc);
[Code]....
Is there any other command to turn on/off sound besides setVolume()?
I just started developing flash recently and I need to globally mute the audio in an swf by javascript ... I've got the following functions in my AS3 already.
Code:
function mute():void
{
var st:SoundTransform = new SoundTransform(0);
SoundMixer.soundTransform = st;
[code]...
Do I need to use addCallback() somehow to trigger this through javascript?
Is it possible to limit globally the bandwidth usage of FMS 3.5 ? I don't want FMS to use all the bandwidth available via our ISP.I want my coworkers and other servers to be able to continue using Internet while sending/receiving data from/to FMS. I know it is possible to limit various bandwidths per Applications, but it seems there is no easy way - using the xml config files - to globally limit the server bandwidth.
View 2 RepliesIs it possible to adjust the frame spacing for all layers?For example, I have my stuff (graphics, text, etc..) spaced at 24 frames. Is there a way to globally adjust everything to 48 frame spacing? or 12 frame spacing?
View 4 RepliesI'm wondering if you can globally set TLF Text mouseEnabled to false without having to name every text box individually?
View 1 RepliesI have a project in ActionScript 3, Flash Professional CS5.5, and AIR 3. I have several custom classes that I need to access. Currently, I am successfully accessing via the traditional method:
import trailcrest.core.core;
var Core:core = new core();
However, I came to a realization in my code...this creates a COPY of the class, and doesn't give access to the original. This, of course is a problem - I need one symbol's scripts to modify a variable in the class, and another symbol's scripts access that changed variable. Obviously, right now, that is not occurring.How do I do what I am describing? Should I somehow create a "public var" for the class (though I need instructions on how to do that...I can't use "public var" within stages or symbols)? Is there some way to directly access the class?