ActionScript 2.0 :: Displaying Duration / Position Of A Sound Object
Aug 4, 2010
I am following this tutorial (Url...) on how to build an audio mixer in Flash. I am trying to display the duration/position of one of the sound objects in the mixer (all sounds in the mixer have the same length). I have tried adding this code to the actions under frame label "ready".[code]I have two dynamic text fields named Text01 and Text02 on the main timeline. Yet, nothing populates.
I have currently a music player that uses Sound.position and Sound.duration to use as a playlist. However, the sound is streaming, so then Sound.duration is the number of loaded seconds/miliseconds. Is there a way for me to figure out the duration of a sound without fully loading it? Right now, it really messes up the playhead.
I was wondering how I can get the full duration of a sound object.I know "sound.length" returns me the loaded length,but is there a way to get the full length so i don't have to wait until i loaded?
I have a mp3 file and I would like to play it from one position and for a certain duration. I have first used the Sound class, the play method where I can specify the start but not the duration. I have looked then at SoundEffect class where you can specify a duration and a startTime. However I do not know how to play it from a AS3 class not from MXML : there is a play method ... but I get no sound!
1. Is there a method of determining the length of a sound file (mp3 primarily); in bytes, elapsed time, before the file is played? (the file could be played against a stop watch and the elapsed time record after the fact, programmatically).
2. Is it possible to set markers and fast forward/rewind to markers corresponding to the file?What I am thinking of is a feature allowing the user to play a file to a point and pause, set a marker, rewind and play to the marker and stop, or fast forward from the beginning and play from the marker, or even play past the marker and rewind to the marker.
Setting a marker would be the easy part: just record the elapsed time when the pause function is called.Getting the sound file to start playing from that point without the previous part played at normal speed;(with volume off) is the essential part of this question.
I'm really new about OOP AS3 programming, seems I can't fully understand how the eventcentral class works.For what I've understood this "system" allows classes to communicate between each other, passing parameters and call functions.So, having this ultra simple class:
i have a mp3 player that works perfectly offline but once online the sound.duration seems to be incorrect. The sound.duration = 15' online and 52' offline. And it's the same for each mp3 with an incorrect duration. You can see what i mean here : [URL]
How to access the sound duration outside the onload function....im trying to diaply the duartion of each song in the playlist by loading them one after the other...but am not able to access duartion of all the mp3 files....i want to knw if there is any way to access the sound duration outside the sound.onload function.
I'm building a simple audioplayer. In frame 1 I have:
Code: mySound = new Sound(); songs = new Array("1.mp3", "2.mp3"); songIndex = 0; mySound.loadSound(this.songs[songIndex], true); mySound.start(); var playing = true; [Code] .....
So, the sound begins to play from the beginning. However the problem is with the timer: when 'stop' is pressed it says 0:00. But, when I press play again it immediately jumps to the time it showed when stop was pushed, e.g. 0:12
I've developed a neat WindowSWF panel after watching Lee's demonstration video. I got everything I needed to work, but I'm having trouble getting information from my sound files. Basically I have a list of sound objects (.wav format) in my library and I want to find the duration of each file so that I can add them to existing movie clips, then add or remove frames depending on the length of the sound file on the frame. I've been pouring over the jsfl actions libraries and can't find any method to get the duration of a selected sound file.
is it possible to make the duration of a movieclip equal the duration of the preloader, i mean is it possible to make something like, the time the preloader needs to reach the 100% = the duration of the movieclip? i'm using AS 3.0 and flash CS4 just in case it helps here is my code for the loader:
Code: loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete); function loadProgress(event:ProgressEvent):void { var percentLoaded:Number = event.bytesLoaded/event.bytesTotal;
Basically if I have a sprite for example located at (10,10) I want to move it to say (50,100) and the whole process to take 2 seconds or whatever duration I specify. What is the exact math behind this? I was using a distance based solution to determine speed but was just using a random modifier to control the process. I need something more precise to execute exactly over a set duration.
Im learning actionscript using the tutorials here so im more interested in learning *how* rather than just getting it done.
Ive come across a problem on something ive been trying to do. Ive been trying to make a 10 framed movieclip appear at the mouse position and play continuously. To do this I have a two framed loop.
Here is my code. Circle_mc is the movie clip: ----------------------------------------------------- //this is the name of my function and what it has in it. CreateAtMouse = function () { Circle_mc.duplicateMovieClip("circlecreate", 2, {_x: _root._xmouse, _y:
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray; sound.extract(data,sound.length*44.1); data.position = 0; return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
I 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:
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow
I'm trying to trace the path of an object by using setPixel on the object's position every frame in a BitmapData/Bitmap pairing. These pixels aren't showing up normally and I suspect I have a fundamental misunderstanding of the BitmapData class. Here's what I'm doing:
public var contrailBase:BitmapData; public var contrail:Bitmap; private var contrailColor:uint;[code].....
Using this code, the red pixels don't show up. If I initialize contrailBase to 0xFF000000 instead then I get a black screen on which the red pixels DO draw, but I need the bitmap to be transparent except for the contrail. What am I doing wrong?
I am trying to call a sound to play whenever the UP key is down. I want the sound to stop and reset to position zero when UP is released. Everything works except the sound will not reset to 0. Here is what isn't working:
Just to start off, this isn't exactly an inquiry to a problem. It is moreso of a posting of a bug (or assumed bug) in the Flash player and how to get around it. Though if anyone else has a better method then share. Ok, well I very rarely ever work with the Sound() object in Flash, and I found myself working with it today. I was having a problem and I could not pinpoint it for the life of me.... my code appeared correct in every aspect.
After tracing many sections of my code to find out where it was going wrong I realized... that for some reason when you use Sound.stop(), the Sound.position doesn't get reset... it instead just increments from where it left off. This is quite annoying. And being that Sound.position is a read only property you can't reset it yourself. The only solution I have found for this is to delete or overwrite your Sound() object with a new Sound() object. Anyone know if this is indeed a bug, or if there was some reason Macromedia did it like this?
I am using previous/next buttons to navigate through various screens. Each screen has its own voice over track.If I hit the "Next" button in the middle of the track playing, then try to go back, the audio won't play - most likely because the position is still sitting at wherever it was when the sound was stopped.Is there a way I can reset the position? I am assigning the positiong to a variable (mySoundPosition), and have tried stting it to 0 (mySoundPosition=0), but that doesn't seem to help. I know that the position is read-only, so I was hoping that somehow clearing the value of the variable would work.Basically, I just need a way to start the sound over without having to envoke multiple start(); commands because that causes the sounds to essentially play twice, simultaneously, which doubles the volume.
I'm stuck thinking about the best way to go about setting a line segment's position, I have a class Line(length, angle, previous) being called from a class Polygon. Right now I have:
public class Line extends Sprite { public function Line(length:Number, angle:Number, previous:Line = null) { if (previous != null) { this.x = previous.end.x;
Is there any code in as3 that sets the volume by x&y- coordinates of the mouse?So that my sound is in a MC, and how closer my mouse is at the MC, the louder the volume gets?
I have created a document 600x300 filled with buttons for a rollover effect. I want to be able to play sounds dependant on the x and y position of the mouse without having to use objects that interfere with the buttons.