I wrote a function within a function to control 2 Tweens.(the 2nd one isnt in the function, it's called)My problem is... is that it works for the first time.. the button is hovered over and all the other buttons show themselves and then disappear again, except the one you're over. Then I do it a 2nd time and it doesn't work. why is it only working right one time? and why isn't the if statement I put in the local function affecting the for loop? The 2nd time it takes the button you're hovering over with it and fades it out. (even though the if statement registers according to trace)this is the code
can someone open up this .fla and tell my why they think it isnt working.. theres the wierd little chain thing doesnt start from the right spot and i dunno how to fix that
A couple weeks ago, I was searching for a delay function that I could put on a frame and it would hold at that frame for a given period of time.I came close to finding it, but what I found used setInterval and I wasn't able to stop it from looping.Here is something that I am quickly starting to love, it's not mine, but I don't know who's it is, it was on a piece I was working on at work (although this edition of it is partly mine, as I have adapted it to my specific needs).first frame
var soundReqTele:URLRequest = new URLRequest("sounds/telephone_ring.mp3"); var soundTele:Sound = new Sound(); var controller:SoundChannel = new SoundChannel(); soundTele.addEventListener(Event.COMPLETE, soundLoaded);
it seems like my prog doesnt really care about the "for" loop at the bottom. anybody know why?i can move my character left and right, but when i press space, he "jumps" 1 inch, but he doesnt do whats demanded in my loop :/i know i wont be able to make him jump again and the jump would look weird etc. but for now id just like to make him do anything when i press space.[code]
i'm working on a gallery that loads thumbnails from an xml file into 3 columns and when you click on a thumbnail it opens a new window with the fullsized image in.
I have modified code from a gallery tutorial to load the thumbnails from a xml file. They are going in 3 columns at the moment (I don't understand why but they are) but only the last image has a hand cursor when you rollover it, and then when you click on it, it traces "undefined" into the output box.
I have put
Code:
trace(images_arr[i].attributes.fullsize);
just below the bit where it loads the thumbnails and it traces the right path from the xml file for each image.
get it to trace the right path from the xml file when you click on ALL the thumbnails, not just the last one.
Code: function GenerateThumbs() { images_arr = images_xml.firstChild.childNodes; gap = 10;
I have a class file that contains a for in loop. basically there are 50 states (movieclips) on the stage and here is what I have:
[Code]...
I don't think I understand enough about arrays or for in loops to understand why this isn't working... it traces the array, but not statesArray[states], and it doesn't change the alpha of anything.
open up this .fla and tell my why they think it isnt working.. theres the wierd little chain thing doesnt start from the right spot and i dunno how to fix that
I've created this loop to fill some data from a XML file...I can access the data but it doesn't work on my look.I have several movie clip on the stage such as thumb01, thumb03...then I whant to set a dynamic field called thumb01.numero.text with the var imageNumero myImage[i]. attributes.numero; attribute from my XML file but the loop doesn't recognize it...here is my code...
Code: var xmlData=new XML(); xmlData.ignoreWhite=true;[code]....
actionscript and i have a mp3 player that loads an mp3 file from a certain url. my code is this:ow can i change this to load an mp3 file from a php code exactly like this:
i have a script on a frame at the root of the movie.
[Code].....
the problem is, that the sound isnt loading in Internet Explorer. I thought it may have been SP2 causing problems but i went and tested it on school's computer SP1 and it still didnt work. In firefox it works fine, so the AS must be correct (which im positive it is) i just cant work out for the life of me why it isnt loading. I have also tried loading the sound onto a movieclip and not from the frame i.e.
[Code]....
and this didnt work in IE either. Works again in firefox though.
I applied folowing script to load my mp3 file. Problem is my mp3 won't loop:s. Anyone see the prob in my script? i'd also like the mp3 to fade in and when I push the stop button it fades out.
loopSound = function () { myMp3.loadSound("streamsound.mp3", true); myMp3.setVolume(50);[code]...
i have a script on a frame at the root of the movie.
// background sound (war environment) _global.bgsound = new Sound(); bgsound.loadSound("sounds/mp40.mp3")
[Code].....
the problem is, that the sound isnt loading in Internet Explorer. I thought it may have been SP2 causing problems but i went and tested it on school's computer SP1 and it still didnt work. In firefox it works fine, so the AS must be correct (which im positive it is) i just cant work out for the life of me why it isnt loading. I have also tried loading the sound onto a movieclip and not from the frame i.e.
I'm having some trouble with loadSound. I've created a portfolio section for a company that has short (1:30) mp3 clips. The clips are being loaded in dynamically through an XML doc. For whatever reason, when the sound loads, it plays for almost exactly 2 seconds, then restarts and plays all the way through. My flash is set up in three frames, the first two are the main gallery, then frame three is where the sound is loaded and played. "p" is defined by which icon in the gallery is clicked.
I'm writing a small mp3 player. It reads the playlist from an xml file, then at the end of a song (or when the "Next" button is pressed) automatically plays the next song in the list.My problem is that if the song is a large file (around 16MB), the player doesn't play the song -- I have to click pause then play a couple of times to play it.
The code is roughly:
Code: function playSong():Void { tune = new Sound();
[code]....
where 'tunes' is an array of paths to the file. I've missed out a couple of things, but that's basically it. Is there an issue with loadSound needing to load some of the song first?
I originally posted this wrongly in AS3, I'm writing a small mp3 player. It reads the playlist from an xml file, then at the end of a song (or when the "Next" button is pressed) automatically plays the next song in the list.
My problem is that if the song is a large file (around 16MB), the player doesn't play the song -- I have to click pause then play a couple of times to play it.
was wondering how sound files are compressed when they are retreived using the loadsound command? do they use the original file compression or does flash muck about with it? The reason i ask is that an audio file is coming out sounding very different to the original
I've got a quirk here I'm having a difficult time hammering out.I've got a control object with a sound object as a child. This global sound object has another sound object as a child:
Code: Master = {}; Master.soundManager = new Sound(); Master.soundManager.BGM = new Sound(); \ In the main loop of my program, I have a function (VNELineReader()) with a switch looking for particular cues, one of which is loading a sound into BGM:
Now, when I run this in the Flash 8 IDE, no problems. The script waits for the sound to load, resumes, and later on plays BGM with a case "bgm_play". However, if I compile the program and play it with the external flash player, the loadSound call causes the player to freeze, eat up about 600MB of memory in task manager, and then crash. It also does this if I open the .swf in Internet Explorer. However, it works fine in Firefox.
I'm writing a small mp3 player. It reads the playlist from an xml file, then at the end of a song (or when the "Next" button is pressed) automatically plays the next song in the list. My problem is that if the song is a large file (around 16MB), the player doesn't play the song -- I have to click pause then play a couple of times to play it.
The code is roughly: function playSong():Void { tune = new Sound(); tune.onSoundComplete = playSong; tune.loadSound(tunes[++current],true); }
Where 'tunes' is an array of paths to the file. I've missed out a couple of things, but that's basically it. Is there an issue with loadSound needing to load some of the song first?
I'm having some trouble with loadSound. I've created a portfolio section for a company that has short (1:30) mp3 clips. The clips are being loaded in dynamically through an XML doc.
For whatever reason, when the sound loads, it plays for almost exactly 2 seconds, then restarts and plays all the way through.
My flash is set up in three frames, the first two are the main gallery, then frame three is where the sound is loaded and played. "p" is defined by which icon in the gallery is clicked.
Here is my code for reference:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; if (p == 0) {
I have a button that imports an mp3 and is supposed to load completely before playing. Problem is, when I set the loadSound to false it doesn�t play at all, but when I set it to true it does play. Here is the code:
Code: carregarSons = function (som, numeroVolume) { _root.som1.stop(); _root.som1 = new Sound()[code]....