ActionScript 2.0 :: Attaching A Sound To Frames?
Jan 8, 2009Does anyone happen to know how i can attach sound to a certain section of frames so when it plays that section you hear the sound?
View 6 RepliesDoes anyone happen to know how i can attach sound to a certain section of frames so when it plays that section you hear the sound?
View 6 RepliesIs there some secret to attaching sound via a loop? I have had to hard code this and write it out 26 times.
Here's what I want:
ActionScript Code:
for(k=1;k<=26;k++)
{
[Code]....
I've tried it with _root, without, using a variable such as moji = eval("moji"+k) then moji.onPress, but nothing works. It just won't play the sound unless it's hard coded.
I am creating a program to play sounds from the library when a button is CTRL + CLICK. I have no problem if I play either of the two sounds on the first frame and then move to other sounds. However, if I navigate past the first sound buttons and try to play later sounds, I get: TypeError: Error #1009: Cannot access a property or method of a null object referenceat soundFile_fla::MainTimeline/playSound11()
View 5 RepliesI'm having trouble attaching a sound to a movieclip so that it will be played on rollover.I've named the sound "click" and checked export for actionscript in the linkage properties. My movieclip is titled "contact" and has an instance titled "c1"
View 4 Repliesi can in AS 1.0 attach a sound and play it on rollover fine...
Pretty much i have a button when you roll over it plays a sound thats it...very simple....i also know i can do it on the keyframes but i was hoping to do it dynamically as my site is completely created using AS barely no keyframes and i do not wish to start...
I am using a sound on frames and when I am stopping the frame the sound continuous playing but the frame stops.
View 3 Repliesi have an example fla i made of my real project..a nd basically i need a diffrent sound on all 3 frames so i put my sounds in my library and the sound works when i first start up but if i sitch to a diffrent frame it stops and willnt start the next one
fla attatched at the folowing link... (flash cs3/cs4 compatible) [URL]
In Flash, when I use a sound, I can set its type to Play, Stream, etc., right? "Play" just plays the sound directly, while "Stream" makes it adhere to the frames.
Purely in Actionscript, is there any way to make a Sound object behave the same as the "Stream" type? That is, make it sync to the actual framerate of the application, instead of just making it play regardless of the frames? I need this because I'm designing a game where the audio needs to be consistent and repeatable.
I know that the default behavior of Sound objects is the standard "Play" type, because if I have something like this[code]...
the sound is place inside a movieclip timeline on the first frame. its about 600 frames long the sound. the main timeline were the movieclip is situated is only 1 frame long. The main timeline is 50 frames long.I thought if the movieclip was not on the frame the sound wouldnt play.
i have an issue with the sound in the game.ive place a soundtrack on the first frame. its a long sound track. over 600 frames long. I place the sound inside a movieclip due to a large size. My issue i have is it sound plays even on the frames the movieclip is not situated on.when i return to the frame. the sound starts to overlap and play twice which is a bit of a mess and a racket.
I got this video player in frame 3
i got this code
video_player.addEventListener(Event.REMOVED_FROM_S TAGE, stopMovie);
function stopMovie(e:Event=null) {
video_player.stop();
}
to make the player invisible when the user goes to other frame
but video player stays on the frame when the user used fullscreen function and goes back to the next frame.
I am having problems with a flash file i am working on. Basically i have created a slideshow/ebook that includes two buttons that move forward and backward on the timeline. On each page or frame of the main timeline are other buttons and movie clips. Anyways, I am trying to figure out how ,for example , if the user flips forward quickly through the slideshow that the sounds do not continue to play on the next or previous frames. Everything else on the file works great , it's just a matter of keeping the sounds from overlapping.
View 2 RepliesI've been making the transition from AS2 to AS3 for the last week and am making progress. But I'm having a problem that hopefully someone can help me with. I'm using Flash CS5. I have a fairly simple Flash website I'm working on. I have sections on the timeline like Home, About, Photos, Media ... all set up using labels for each of those sections. Everything is working fine but when I go to my Media section where I have a video placed (using the flv component) I'm having a problem as follows:
The video auto plays fine when I go to the Media section but when I attempt to leave the section and go to another the sound of the video doesn't stop. It continues to play when I go to another section and if I go back to the section it starts again. The video is not there when I go to another section which is the part that's confusing me. In AS2 when I did this the video and the sound both stopped because you went to another section on the timeline. Why is the sound of the video not stopping in AS3?
I'm trying to modify many .fla files (in CS3) that have a voiceover layer on them. Because I'm adding or deleting other items on the stage, I need to adjust the audio fo synch with the modified flash file. I have tried deleting frames and this happens - I select the unwanted frames, such as frames 200 to 300 of a 500 frame file. Then, the audio from frames 300 to 500 (at the end of the file) gets deleted instead.
I need to create gaps (like 200 frames of no sound) in the audio (.wav) file so I tried adding blank frames. When I click on "insert frames" in the middle of the timeline, Flash adds the new frames to the end of the sound timeline.
I also tried adding a keyframe at the beginnig of the range and Flash deleted all the frames after the keyframe.
It looks like any modification to the sound/audio layer only affects the end of the timeline. How do I modify sound parts in the middle of the timeline? I know this can be done but how?
Details: The audio layer (.wav) runs the whole length of the Flash file. The .wav file is a sound file in the Library; 22kHz Mono 16-bit 27.4s 12.1kb. The files were created in CS3. These files work fine.
My problem is that whenever I switch frames the music in my flash project restarts and overlaps and sounds incredibly crappy. Is there any way I can make it so that my music opens on my first frame and continues playing through all subsequent frames? Oh and by the way here is the code I'm using:
[Code]...
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
View 4 Repliesthere seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
View 7 RepliesI 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?
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
View 2 RepliesI have a function that counts days and some other variables and displays the values via dynamic text.
[Code]...
I have to place the incrementCount(): function every 12 frames so that it increments the values. Seems like it would be easier to simply modify the script to count "every 12 frames" but I can't find anything that tells me how to "count frames" in flash. Seems to be this is probably basic but I've searched unsuccessfully....so how do you do this. How do I get my script to work so it's frame based so I don't have to put incrementCount() every 12 frames?
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
View 5 RepliesI want to preload all of the voiceover swf files before a lesson starts so that they are instantly available when each frame / page that incorporates a voiceover is first visited.
View 4 Replieshow to attach images to this menu using xml [URL]
View 1 RepliesIm trying to build a script that attaches and positions an instance of a movieclip for each node of an xml sheet. However, I can't seem to get it to loop properly. The script is simply attaching and positioning the movieclip according to the last node in the xml file. Can anyone tell me what I am doing wrong?!Here is my script:
Code:
var myXML:XML = new XML();
myXML.ignoreWhite=true;
[code]....
I am working on a game that involves a play head (called playHead) moving along the screen and when it encounters various movie clips it triggers a sound to be played. It is all going well except that the sound seems to want to play more than once, so there is a staggered wierd sound. Is is possible to make the sound only play once and also it needs to play until the the sound has finished. (the sounds are all very short).Here is the code:
onClipEvent(enterFrame){ if (this.hitTest(_root.playHead)){ _root.sound15.stop(); _root.sound15.attachSound("over"); _root.sound15.start(); } }
I have a loop that creates mc from a database
for (var i:Number = 0; i < t.length; i++) {
var portfolioItem:PortfolioItem = new PortfolioItem();
addChild(portfolioItem);
[Code].....
I try and assign t[i][0] which is the table id to the name attribute but I jsut get 'instance4' or instance 14. How can I give these dynamically create mc's a name or custom property?
Using: Adobe Flash CS3 Professional, Action Script 2I got a little flash project of my own to do. This is an example code of what I've got so far;
ActionScript Code:
// in the Library - movieclip with Linkage ID - clip
ref1 = this.attachMovie("Example", "Example1", 1, {_x:40,_y:10});
[code].....
I have these 2 seperate mc's, one is a scroller, and one is a drag bar,.. (which is a nice script that has easing and rotation"fake/real feel drag") trying to attach them together so that the scroller can be dragged with the bar. But when I do that the scroller buttons dont work? Does anyone know if there is a way to attach them together so the scroller can be dragged and still work? Will attach Zip with Fla File....
View 1 RepliesIn the first frame of my main movie i include a AS file.In that as file there is a MC attached from the liberary named shoutbox_holder. In the shoutbox_holder mc I attach 5 movieclips window1, window2.. also from the liberary. This works very well, because I see the mcs in the debug mode.
shoutbox_holder
|_window1
window2
window3
I want the shoutbox_holder to attach to a scrollpane, so i did drag a scrollpane to the main stage from the componentspanel, deleted it and drag a instance from the liberary to the stage, then In the contentpath field I insert shoutbox_holder(pointing to the mc created in the as file).
this script is not attaching the array name to the beginning of .swf. Any ideas why?
[AS]
folio_arr = ["aa", "bb", "cc", "dd", "ee", "ff"];
// --------------------------------------------------------------------------------------
for (i=0; i<folio_arr.length; i++) {
[code]....
I'm an advanced flash developer and action scripter with more than 4 years of experience.I need to have an explanation to this problem. I have created a vector shape mask on the timeline that does different shape tweens. There is a movieclip container that is under the mask. When i dynamically load a movieclip from the library into that masked container, it will disappear after the keyframe of the shape tweened mask is reached. Why is that so? Isn't that illogical? I attached a simple fla demo.
View 1 Replies