ActionScript 2.0 :: Load And Play A Sound From Within A CLASS Definition File?
Aug 3, 2009
I need to know how to load and play a sound from within a CLASS definition file. I know the normal way of doing this, but Flash MX rejects that syntax, so there must be some special way of using sounds in a class file.
I need to know how to code for "if the score increases by any value." So, if the score goes from 0 to 1, the sound plays ONCE. If it increases from 1 to 2, the sound plays ONCE again.
I have to play a sound file and show the progress of the sound file being played. I am using import flash.media.Sound; import flash.media.SoundChannel; But the PROGRESS event gives theprogress of loading of file. I want to know of much of the song has been played and how much more is left.
I've used the GUI to create a rectangle that I turned into a button symbol (SimpleButton). I then edited the button so that it had 4 different button states and a text layer on top. I then created a class definition file for this object so that I could dynamically change the label text (the text layer) when adding instances of this button to the stage.
I was able to create and link a class file (DynamicButton.as) just fine, but when I try to access the text field that I created on the button, I get the error:
"Access of possibly undefined property btnLabel through a reference with static type com.examples:DynamicButton."
when i couldn't get that to work, I decided I'd try adding the TextField directly within the class definition file, using the following code:
The problem is that I can't seem to add the TextField to the SimpleButton, as it's not a display object. So, I tried adding it to the parent of the simple button (and I figured, I'd just place it exactly above the button). But then I get a "null object reference." error.
is there a way to access GUI-created elements from w/i a class definition file? How would I add the TextField to the button using only AS3 inside of a my class definition file?
I'd like to access the stage of the main timeline from w/i a class that extends a movieclip. Basically, I have a button in the main timeline that makes a HUD appear. The HUD is an extended MovieClip class. When people click on a button in the HUD, I'd like to remove the object from the stage of the main MovieClip.I think your confusion may come from the fact that I am running this code from a class definition file. Clicking on a button w/i this object should remove it from the DisplayList of the MainTimeline. Here's the code from the class definition file:
trace(e.currentTarget.parent.parent) gets me the MainTimeline, and trace(e.currentTarget.parent.parent.stage) appears to return the main stage, but I cannot use removeChild w/o getting an error that I am trying to coerce the stage to be a DisplayObject (which it ought to be).What's on the stage of the MainTimeline: A single button that, when clicked, adds an instance of the Answers class to the stage.
I am converting all embed statements in my site with lazy loading. The code which was previously like this:
[Embed(source="/newswf.swf", symbol="kungfu")] public static var Kungfu:Class;
has now been converted to this form:
private var _loader:Loader = new Loader(); public static var abcd:Class = null; _loader.contentLoaderInfo.addEventListener(Event.COMPLETE,onLoadComplete);
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
trying to make a play/pause toggle button in AS3. I'm a newbie but I've finished the site except for this element. my audio file works when i import to the library and it plays it in the preview. its in the same folder as the fla. working in cs3. This is what i've done.new as3 file. code.
var req:URLRequest = new URLRequest("ocean.mp3"); var s:Sound = new Sound(req); s.play();
whats the deal? I get no compiler errors. i'm hitting option+Return on the mac to test the movie. I downloaded some one else's and it worked. i copied theirs into my project and it didn't work. i have a feeling its something to do with classes that i don't know about
face some problem here : Have 2 page of text to be show with sound. Also have 1 page let user to click on radio button to choose whether want to listen to the sound or not listen to the sound.
how to load the sound to play while the user click on tat page n if the user choose to off the sound all the sound on page 1 n page 2 will off.
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.
I have a .wav sound in my document. It is exported to actionscript with the name clap. I want to play the sound from a document class. Should be an easy 10 points...
I have a button which loads a sounclip into a movieclip: [AS]_root.myMusic = new Sound(emptyMC); _root.myMusic.loadSound("song1.mp3", true);[/AS] it will load the sound and play and stream it ... but in my output i constantly get this every sec: Error opening URL "file:///E|/Dir/Dir/Dir/undefined"
I am trying to close a sound so that I can load and play another but when I call the .close() on my sound object I get this error... Error: Error #2029: This URLStream object does not have a stream opened. at flash.media::Sound/close() It tells me this even though the sound object is currently playing.
Here is the code I am using to initialize. mainMusic = new Sound(); mainMusic.load(new URLRequest("lvl1.mp3"));
Then elsewhere I call... Code: mainMusic.close(); mainMusic.load(new URLRequest("WaterWorld.mp3"));
A rudimentary question from a neophyte. I just want to play some music as part of my swf file and at the end of the song, automatically retrieve a web page. I'm finding a lot of answers for very complex questions, but nothing quite so basic.
I have an mp3 exported for actionscript with the linkage name bgmusic.When I play the sound using a sound object, it works fine.However, I take that same .swf and load it into another movie and the thing breaks... the sound doesn't play.How do I fix the linkage so that it'll play again?
I have the loading audio file at frame one. However, I want to play the audio only at specific frame or frame label. How do I do that? Below are my codes:
Quote: //start of sound section is for sound var soundReq:URLRequest = new URLRequest("FlashFiles/audioFiles/mySoundmp3"); var sound:Sound = new Sound();
[Code]....
The above plays the sound as soon as the .swf file is loaded. But I want to play at certain point in time, say frame number or frame label. I want to be able to put all my action script on frame one (or one location) instead of all over the time line.
var myVar:String = LoaderInfo(this.root.loaderInfo).parameters.myVar; var snd:Sound = new Sound(new URLRequest(myVar)); var channel:SoundChannel = snd.play();
Most of my flash movies have been reasonable sizes, but the one I'm working on now is kind of a beast. It's up against the 16000 frame limit, so I'm looking into ways to chop it up. The problem is that I need a way to keep my background music playing across multiple scenes or movies. Is there a way to start a sound file in one movie, and have it continue when another scene is loaded or when a second movie file is loaded with ActionScript?
I am have written a flash "reader" which I use as an aid for language studies. Various narrations are loaded into a combobox via an XML file, and the user can play the selected narration in a "sentence mode", a "passage mode" (several sentences) or in "continuous mode". (I use Soundbooth to set navigation cue points at the beginning of each "sentence".)
I would like to add a "Phrase Mode" which would cause the player to play the sound file until it hits a pause / quiet spot. In other words, if the user selected "phrase mode", the player would play to the next spot where there is no voice for x period of time. He/she will then be able to select 'repeat' to replay the phrase or 'next' to play the next "phrase" - as with the other modes. I am using FLVPlayback to play the .flv files.
I have a flash file with about 20 different scenes in it. And in one of the scenes there is an audio file that is 15 seconds long. The sound is on a menu page so i only want it in that scene. But if you are on that page for less than 15 seconds and go to another page then it carries on the sound into the next scene and if you go to and from the menu page to another scenes in quick succession you get a build up of sound which is horrible.
I have a Flash CS4 project with sound that starts to play in the first scene, set to event/loop so that it plays all through the entire time.
But I have a piece of video with audio in another scene and I would like to have the sound file playing at a lower volume while the video is playing, then get it to return to normal volume when the video is over.
I have no actionscript at this point. Just timeline animations, etc.
What I have are several items on a stage and when they are clicked I want to capture their names so I can use it to play a sound file that relates with the object clicked. For example: say I have a square, rectangle, and a square on the stage and when the user clicks on "triangle" it would play the sound "triangle_snd". This is what I have so far and the error I am getting from it.[code]...
I'm having a sound object being loaded. And I want that for as long as it is buffering to have it written in a textfield "loading..." and when it starts playing to write in that textfield the name of the song. And i want this to happen everytime the buffer needs to load and everytime the song resumes play state.
Pause and Resume external SWF sound filesI have this code that plays the sound through linkage. It reside in scene1.fla -> scene1.swf.
var mc:MovieClip = this.createEmptyMovieClip("mc",1);var myLoop:Sound = new Sound(mc);myLoop.attachSound("bg_sound");myLoopVolume=0;myLoop.setVolume(myLoopVolume); mc.onEnterFrame = function () { if (fadeIn01==1) {
I have a flash file with several frames. In each frame I need to play a sound file.I've added all the sounds to the library and done all the necessary steps to export for actionscript.Here's my code to play the sound in one frame.
var sound1:Sound = new Cal10101(); sound1.play();
This works great to play the sound. I am using buttons to move to the next frame. When I click the button to move to the next frame, I need the sound from frame 1 to stop and a new sound which would be Cal10102 to start playing.How do I stop the sound from frame 1 from playing when I go to the next frame?
I found myself loading a new XML file every day and so decided to create a small class that will load the xml file and return it.The class is loading the file but when i try to return it to a new xml object in the document class it doesnt load it.I think that it's something to with the return being in a nested function but i tried a few ways and non seems to work.
[DOCUMENT CLASS] loadXML:LoadXML = new LoadXML(); myXML:XML = new XML(loadXML.loadXMLFile("gallery.xml"));[code].....
the method for stopping/playing sound in 2.0 don't work for 3.0. i can stop the sound by going to a different page/frame on the site.but i want the buttons.
I'm new to Actionscripting and I want to add a sound file to my project with controls to stop and play and a volume slider. I'm using this actionscript for the controls. It works but right now you need to click the play button for it to start. Is there a different way to write it so that the music starts playing when the scene starts, and then the user can stop or play it again and change the volume?[code]