ActionScript 2.0 :: Mc To Move Onto Frame 2 When An Imported Mp3 Starts Playing
Jul 16, 2003i want a mc to move onto frame 2 when an imported mp3 starts playing. i've found :
[Code]...
i want a mc to move onto frame 2 when an imported mp3 starts playing. i've found :
[Code]...
Weird problem going on right now. And I seriously don't know what this is about.
On my main timeline (new document)
I create a text. I convert that text to an image. I drag that image on my main timeline at frame 1.
Then I set opacity to 0%. Create a keyframe at frame 50. Then I Tween it. And at frame 50, I set opactity back to 100%.
When I test the movie (ctrl enter) it just doesnt show the tween AT ALL. It goes straight to the last frame.
When I just go to frame 1, and press enter. It does work like it's supposed to.
I have several FLV files that play via the FLV playback component dragged onto the stage. The user presses a button and the appropriate FLV plays.
After it plays I what to move to another frame so the FLV is no longer on the stage and makes way for the next one the user selects.
I'm trying to create a small flash website for a Uni project (I'm a music student but they want me to be able to make websites, go figure?) and I am having trouble getting a video to stop playing when i goto another frame. Im using the FLV player from Window>Componants and i have named it PubPlayer. I've tried setting its source to Null, Using .stop() and even setting its volume to 0 but everytime i goto another frame it keeps playing.Im gettingTypeError: Error #1009: Cannot access a property or method of a null object reference.at AlbumsEps_fla::MainTimeline/GoAlbum()My code is as followsQuote:
stop();
PubPlayer.source = "Machines.f4v";
function GoHome(event:MouseEvent):void {
[code].....
I have about 30 very simple external swfs--each contain an image with tweened fades and rollover-to-pause/rollout-to-resume actions. They're loaded onto the main timeline one after another as a slideshow. It's an auto-play and loop: each image swf loads the next one on to the empty movie clip after it is done playing. (i.e., swf1's last frame loads swf2, and so on.)
This set up was fine until I realized that I should have a place-marker--something that indicates where you are in the slideshow. No other functions (go to next/previous) for the marker. I just need to show graphically that you're seeing the 5th of 30 images. The graphic is 30 dark dots that get filled in as you progress.
To do this, I figured it would be easiest if I designate 1 frame per image (=one swf) on the main timeline. So, frame 1 will load 1.swf and when 1.swf finishes, frame 2 will load 2.swf. This will make it easy for me to color in the appropriate dots according to where we are in the slideshow.
What I think I need to figure out is to "pause" at each of the frames on the main timeline until the loaded swf is done playing. They're all different in length--some are 50 frames and some are 90 frames long.
I almost had it figured out from massive googling, but I honestly don't understand it well enough to tweak what I've found to do what I want it to do.
Also, if there is a way that I can easily make the "place marker" work without changing the way it is currently set up (1 frame in main time line; 30 swfs that load one another), that would be even more awesome!
I suppose the title says it all. I can load an external video file (FLV) and I can have it play. I also have the custom buttons made to control the clip. The only thing I have left to do is to have the main timeline move onto frame 2 once the external video reaches its end. I am using actionscript 3 and flash cs 5.5.
View 7 RepliesI'm using the following script to load external swf's in to a main swf, but when I simulate download, the sound of the external swf starts playing before it is completely loaded, i.e, when the percentage in the bandwidth profiler reaches about 60% the sound of the swf being loaded can be heard, and when the percent reaches 100, it continues playing and the content of the external swf are now visible.
var myLoader1:Loader = new Loader();
addChild(myLoader1);
var myRequest1:URLRequest = new URLRequest("myMovie.swf");
myLoader1.load(myRequest1);
[Code]....
I have produced an app for iOS but when it loads the music from the iPhone doesn't stop.
I have read on forums that if an app contains sounds that the iPod will fade out but it doesn't for me. I have tried loading the sounds dynamically (these sounds don't play at all if the iPod is playing) and embedding them into the movie. Nothing seems to work sadly. I have ensured that I have all the recent updates for flash and the air packager and I can't find a solution to this anywhere.
On my main SWF Home File i have 2 swf files are loaded into my (main home swf) and everything is runing smooth BUT the problem is when i want to watch the video the music is still playing i have to click on the button to stop music playing.
what i want is when i click on the video to play i want automatically the music to stop playing with out me clicking the mp3 button to stop the music playing.
NOTEKeep in mind i have 2 SWF files that are loaded in to the main swf file ...Home SWF is the main file
MP3 SWF << Loads on Home SWF
Video SWF << Loads on Home SWF
All i want is when the video is playing automatically stop the music and when the video is finish the music automatically continuing from where it was left.
I am trying to hide a preview that I inserted with some AS3. The preview works and I use this code to create it.
var preview:Loader = new Loader ();loadPreview (preview, "gotgame.png");
addChild(movie_flv);
function loadPreview (loader:Loader, previewFile:String) :void {var u:URLRequest = new
[code]......
i am loading some external swfs with the bulkloader. The strange thing, they start playing in the background ( i can hear the sound) without even having added them to the stage.
Here is my code:
ActionScript Code:
public function init():void
{
bLoader = new BulkLoader("bLoader");
[Code].....
I created a flash file (I will refer to this a swf.1) that plays correct when published as swf.However when I place it into another flash file the nested animation inside the swf.1 does not run.The nested animation in swf1. that does not run has a mask. Would this have anything to do with it?
View 1 RepliesI'm using the same code I always use for preloading another swf but it's not working this time. The problem this time is that when the loading bar gets to 16% every time you can hear the movie I'm loading playing in the background. I can just add a stop to the first frame of the movie I'm loading ("trial_1.swf") but how do I tell it to go to the second frame once it has loaded?
Here's my code:
var myrequest:URLRequest=new URLRequest ("trial_1.swf");
var myloader:Loader = new Loader();
myloader.load(myrequest);
[code]....
I'm making a mp3 player using flash. when i test the movie it starts playing fine but when i click the next button the current track keeps playing while the next one starts. plus the stop button it's not working. here is the code.
[Code]...
Basically my code at the beginning of the movie queries the server for the file names of jpeg files that are to be loaded into sequential frames. The reason is that the user can enter file names into a database and the application plays them back without the user having to do any flash programming. Currently, my code is using a preloader in each frame along with some additional code to center the picture etc.
This is fine *but* I need all of the jpegs to load before the movie starts, not when the play head gets to each frame. I can't have any delay from one frame to the next. Delay in the beginning of the movie is ok. Can anyone help me with a method to dynamically load these jpegs completely before the movie starts playing?...once loaded they must be available for any frame to call immediately.
Is there anyway to use the playback components to play a video imported into the library? (The .swf I'm creating has to be stand alone so I need the video to be imported). Also can the component video skins be imported also?
View 1 RepliesIn my flash movie, I've imported a very small video file. When the video is done playing, I wanted the user to be able to click a button and the video would play in reverse. I've gotten this to work with the _currentframe and _nextframe properties, but when I play the movie in reverse it's not as smooth. Here's an example of what happens: [URL] Once the movie is done playing, click on it. When it's playing in reverse, you can see it gets a little choppy when the guy gets towards the top of the rail. Has anyone found a way to play the movies backwards without having the speed affected? Maybe I shouldn't use the _currentframe property??
View 4 RepliesSound Exported to Actionscript with name: shoot onPress:shoot starts?
View 3 RepliesI am new to Flash and was hoping for some help with an actionscript 3 problem. I have imported an FLV onto my timeline and I wanted to pause the first frame for 20 frames before it starts to play.
View 2 Replies[URL]
I followed it exactly and the button worked fine with the music,
but then i stated to add keyframes, it works fine carys on playing on every keyframe i go to, but the problem is when i go back to the first keyframe the music still goes on which is good, but its starts again over the one thats already playing!
I have a flash movie that I need to read in a value from a PHP script in order to set which frame it starts from, I am using the following code:
[Code]...
The problem is this is not working - it won't get into the load event. If I run the PHP manually I get "&pageID=29". If I debug this locally I get "Who: undefined" in the trace output window. From all the example I have read, I seem to be doing this correctly but it just doesn't seem to be working. Flash: CS5 using Actionscript 2.0
I've been using the "Reusable Preloader Using MovieClipLoader" from the tutorial section of this site.The only difference is that i don't use'm for preloading jpg. I load external swf files containing video. Everything works fine so far. The only problem is that the preloaded video already starts playing while preloading (at about 30%), but without showing the video.This is the code i have so far:
Code:
bar._visible = false;
border._visible = false;
this.createEmptyMovieClip("container", "100");[code].....
I can't believe how impossible it has been to find info about this. I'm sort of a beginner with actionscript, but this shouldn't be as hard as I'm finding it to be.
I'm using AS2. I have an ordinary FLV video playing with one of the skins that comes with the Flash software (CS3). That all works perfectly fine. What I need to do, however, is add a large "PLAY" button over top of the movie. I have made that work also. But, I need the button to disappear when the movie starts playing, because it is obviously in the way and making it hard to view the video.
Some forums suggested making that button disappear when it is clicked. That would be fine, except that the video player skin also has a play button, and if someone clicks that button instead of my new large button, I still need the large button to disappear.
So what I'm trying to figure out how to do is something like: if the FLV is playing, make this object (the button) disappear or become invisible. This can't be that difficult!
What do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
View 3 Replieswell, I got this for my Play/Pause button (on stage):
Code:
import mx.transitions.Tween;
btn_play.onPress = function(){
[code].....
how do I keep something invisible until the frame of it tween starts then keep it visible until its unloaded?
onEnterFrame = function()
{
a1._visible = false;
}
if(Key.isDown(Key.SPACE))
{
a1.gotoAndPlay(2);
a1._visible = true;
}
I try to switch or change a server-side stream, it starts lagging after 2 seconds of playing and sound disappears. Here are scenarios that result in that terrible lag:
1. I create server-side playlist with stream.play() with reset=false; when it is time to play the next movie in the playlist, it starts lagging after 2 seconds.
2. The same problems appears when I just switch streams. I installed FMF Feature Explorer and tried to launch SwitchStreams sample application: the same problem - server stream starts lagging after I switch streams with stream.play().
I tried on different servers (local and remote), with different players (debug player of FMS Admin Console, Standard Flash videoplayer component, OSMF player, Flex video player). I also tried all possible flv, f4v and mp4 file compression options for video files - still the same problem. I have also tried literally thousands of Application.xml settings: changing buffer, buffer ration etc. Is there any tip where I should search for a solution?
How can i reset a frame so everything starts again instead of manually coding for everything to go back to normal positions because i have lots of objects and it makes it real hard.
View 1 RepliesI have a need to have a section in an app I am creating where I have imported an external (print2flash)SWF into my main SWF timeline. When the button is pushed, it moves to a new frame on the main timeline. Problem is, when I forward to the next frame, the SWF stays on any future frame I go to. In essence I need to clear what was imported when I leave one frame and enter another.
This is the code I am using to import the print2flash SWF
import Print2Flash.* stage.scaleMode=StageScaleMode.NO_SCALEstage.align=StageAlign.TOP_LEFT var P2FDocLoader:Print2FlashDoc3=new Print2FlashDoc3("modules/FlashDoc.swf",300,120,650,520,this)P2FDocLoader.addEventListener(Print2FlashDoc3.ONLOADEVENT, OnLoaded);
var P2FDoc:MovieClipvar totalPages:Number=0
function OnLoaded(e:Event) {
P2FDoc=P2FDocLoader.getDoc()}
Is there away to add on on leave frame unload function?
I've got a site that is using loadSound to play some mp3s and it works fine. however, the sound starts to stream, and then replays itself like a second later. my guess is that its playing faster than the load is going and when it gets to the point where it hasn't loaded enough, it starts to replay it, but i'm not sure that that is the exact problem. my code:
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now, i tried making a playTrack function that i can call with setTimeout and i put that in the onLoad in place of track.start(), but that didn't work either (i was hoping to not start playing the track for 3 seconds to give it some time to buffer).