ActionScript 2.0 :: Microphone Triggered To GotoAndPlay Movieclip?
Jun 15, 2011
I have attempted with little (read as: none) success in having movieclip(s) play when triggered via Microphone activity/silence level. I would like to have the microphone act as a simple trigger that plays movieclip(A) depending on silence cut off level and loudness of microphone input.
If The mic user were to speak into the mic relatively loud, movieclip(A) would play.As soon as the mic level decreases; movieclip(A) would either play in reverse, or play another movieclip. (MOVIECLIP B) .The idea is to have an simple animated mouth open and close in time to microphone input.
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Dec 1, 2011
I'm not real sure what I'm doing wrong, but once the array is validated the movie should go to the next frame(3)--which it does however my objects disappear. The AS below is in the actions frame 2. The objects span from frame 2 to frame 3, so I'm not real sure why they'd disappear.
[Code]...
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Mar 6, 2012
I am using a mouseEvent listener
iBubble1.addEventListener("click",doStuff);
to call a function that uses gotoAndPlay to send the playback head to a certain animation on the timeline.
function doStuff(evt:Event):void {
gotoAndPlay("popped");
}
Should be so simple. But the first frame of the "popped' animation, often the first 2, do not display. (when testing the compiled app, even the first 3-4 frames often do not display)Without the mouse event listener, using gotoAndPlay("popped"); to move the playback head to this animation from another spot in the timeline works just fine, so that's why I suspect the mouse event is involved in the bug.using
trace(currentFrame);
in the function after gotoAndPlay, does trace the correct first frame number of the animation, but this frame is not displayed, the animation just starts with the 2nd frame, or 3rd..or sometimes 4th.
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Oct 7, 2009
I'm setting up an application where I need to record users' voice every so often during the course of the users' interaction with the application. Recording is fine, and the quality is fine, but now my issue is understandng how Flash handles the microphone when it gets attached to a stream for publishing.Basically, the problem is that when I "publish" my stream, the voice gets cut off (clipped) at the beginning. So, I initially thought this may have to do with buffer settings on the FMS server side, but it wasn't. Then I investigated client side stuff. For some reason, my internal mic .activityLevel property is -1 even though I have called Microphone.getMicrophone(). According to Flash's documentation, this shouldn't be the case:
activityLevel propertyactivityLevel:Number [read-only]Language Version : ActionScript 3.0Player Version : Flash Player 9The amount of sound the microphone is detecting. Values range from 0 (no sound is detected) to 100 (very loud sound is detected). The value of this property can help you determine a good value to pass to the Microphone.setSilenceLevel() method.If the microphone is available but is not yet being used because Microphone.getMicrophone() has not been called, this property is set to -1.I am using a timer to investigate the microphone .activityLevel property every 50 milliseconds:
package
{
import fl.controls.Button;
import fl.controls.TextInput;[code].....
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Jan 10, 2010
I have a bunch of event listeners that refer to different movieclips but trigger the same function.I have an if statement within this function that I need to trigger if the function is triggered by a specific movieclip.
ActionScript Code:
//movieclip stuff....
addChild(backgroundPoint);
backgroundPoint.addEventListener(Event.ENTER_FRAME, animateBall);
[code]....
I know I could just create two separate functions but the code within the function (not shown here) is fairly long and I dont like repeating code.
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Mar 12, 2010
I want it to return a MovieClip but only after a Loader has triggered its COMPLETE Event.
like so;
Code:
static public function loadBitmap(URL:String):MovieClip {
// create MC
// create Loader
[Code].....
but it isn't fool proof because the MC is returned before the Loader finishes loading.
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May 11, 2009
I have a flash project that's implementing a simple two player game. I have added an enterFrame function to my main movie which listens for keyboard activity in order to move a cowboy gunslinger. Whenever the cowboy moves, I send a message over a socket to a server which dispatches the movement to the other connected client. This works pretty well, however, the movement messages tend to arrive in clumps which results in jumpy animation of my cowboy on my opponents screen and jumpy animation of his cowboy on my screen. To illustrate, i put a trace in my enterFrame function because I am imagining that this function will run roughly once each time my main movie renders the screen. I also put a trace statement in my function that responds to network traffic and moves the remote player's cowboy on my screen.
Here's the output:
enter frame:4
enter frame:4
enter frame:4
client movePlayer running
client movePlayer running
client movePlayer running
[Code] .....
As you can see, I'll get several messages in a row from the remote client which instruct me to move their cowboy ('client MovePlayer running') and they will all run in a row before the screen updates. I'm guessing I should be using something like updateAfterEvent but this method is only provided by Mouse, Timer, and Keyboard events.
So a few questions:
1) Can someone recommend a good approach to force a screen render each time an incoming movePlayer event arrives over the socket? It's important to note that my function for handling these events has no visibility to the original socket data event.
2) Am I right in understanding that the enterFrame function of my main movie happens once each time my movie is rendered? Is there some more accurate event to which I could attach a trace message so that I better understand the relative frequency of the render events and the socket events?
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Sep 27, 2009
im using as3 to make buttons, and basically when you click on something, all other tabs close, i can not get this to work....
invisible.addEventListener(MouseEvent.CLICK, fn_tab3_1); // invisible is the invisible button, mouse move in this area triggering this event//
function fn_tab3_1(event:MouseEvent){
[code]....
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Feb 22, 2009
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Aug 23, 2008
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Jun 23, 2010
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ActionScript Code:
on (rollOver) {
gotoAndPlay("rollover");
} on (rollOut) {
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} on (release) {
gotoAndPlay("Scene 2", 1);
}
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Apr 28, 2005
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Apr 2, 2008
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Apr 28, 2005
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Jul 21, 2011
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This is my code that doesn't work:
if(this.hitTest(_root.ship)) {
root.Ship.Shield.gotoAndPlay(2);
}
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Apr 1, 2010
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Code:
bytes_loaded = Math.round(this.getBytesLoaded());
bytes_total = Math.round(this.getBytesTotal());
getPercent = bytes_loaded / bytes_total;
this.loadBar._width = getPercent * 200;
this.loadText = Math.round(getPercent * 100) + "%";
if(bytes_loaded == bytes_total) {
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}
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[Code]...
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Code:
on (release) {
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Jun 2, 2010
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[Code]...
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Mar 22, 2010
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Nov 2, 2010
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import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;
[code].....
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Jan 25, 2007
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[Code]...
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