I am making a website for myself and I want to make something like:That the carlights are blinking with the rhythm of the music from my flashmusicplayer. [URL]
Im trying to make a rhythm game in flash CS4 and Ive encountered this weird problem. there are no errors, im 99% that all the variables and stuff are named correctly. for some reason a movieclip i dont even address moves down automatically on the 2nd beat. it stops attaching "beats" after that 2nd one too. I have no idea what the problem is, or how to fix it,
I'm working on a rhythm-based game set to a specific song in ActionScript, in which a trigger spawns on the right side of the screen and moves left. The player must hit the trigger when it touches the left side of the screen, and I'm trying to figure out the most code-efficient way to spawn triggers in sync with the timing of the song. The only thing that came immediately to mind was an update function tied to the main loop that checks if the song is at a certain second each frame, but that seems unnecessary.
I'm trying to make a button that when clicked executes a sound clip and plays all the way through. Also, if the button is clicked while the sound is still playing the sound needs to stop. They have me first place this code in the first frame:
my_sound = new Sound(); my_sound.attachSound("bubble_01sound"); play();
Next I create two buttons, an on and an off which are placed separately in the second and third frames respectively. Code is applied directly to the buttons.
The on button:
on (release) { _root.my_sound.start(0,1000); _root.gotoAndStop("stop");
[code]...
Finally, I name the 2nd frame "play" and 3rd frame "stop" and add stop(); to both frames. Oh I also set up the linkage so that the sound's identifier is "bubble_01sound".
This is all well and good however, here's the rub. Unlike their example which takes place in the main timeline, my button needs to bob up and down. So I put everything from the tutorial in a movieclip and on the main timeline animate the movieclip as I like. When this plays the button does not play sound. I took this as the initial sound code not being activated because its in the movieclip. If I take the sound code out of the movieclip and place it in the first frame of the main timeline, the button does play sound but the stop function does not work. I can keep clicking the button which repeats the sound on top of the already playing sound.
So it seems to me there are three options. One, I need to find a way for the sound code to be activated when its seated in the movieclip. Or two, with the sound code in the main timeline, I need a way for the on/off buttons to reference the code which is one level up in the main timeline. Or the third option would be that I'm completely wrong... I'd put my money on the third option.
I am triggering short sounds dynamically from the library for a game (Specifically Air for Android). When the user clicks a button the sound can take up to 600ms to actually play. I have set it for any silence before the actual sound by calling the sound like so:
[Code]...
All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?
The only way i can describe this is showing the code I have already then trying to explain what i want to do.Basically, I am creating a soundboard game, where at the bottom of the screen I will have a bar which is a movieclip, and I will be dragging other movieclips onto it and then clicking pay, and using an array and .push they will play in order. I am trying to put the sounds onto the movieclips using code.[code]...
how to use that code in flash as3 coding and please give me some example or link, how to create duplicate movieclip in as3 ? how to play/pouse one particular sound in flash as3 ?
i wan't to make a game where the character jumps when i press a key, but i also wan't to play a "jump" sound when the player press the "jump" key. I tried to use this:
ActionScript Code: onClipEvent(enterFrame) { if (Key.isDown(Key.SPACE)) { kirupaSound = new Sound(this);
[Code].....
But it didn't work very well. When i pressed the "space" key it played the sound like 20 times untill it stopped.. It just continued to play the sound. Preview:megaswf(.)com/serve/1031811
problem - syncing some background music with a movieclip. I am aware that you can place a sound directly onto the timeline of a movieclip: this was my first attempt at syncing the two up. Unfortunately the problem with this is that the sound (which is quite long) then won't STOP until it finishes playing regardless of whether I stop the movieclip or remove it from the stage. I also have no control over the volume this way.The only other method I can come up with involves keeping track of the current frame of the mc and triggering the sound manually, but this still goes out of sync if too much is happening at once and the framerate drops.
can i do so a movieclip follows the rytm in a sound? or do i have to do it manually? if i can do it, it should be something with set weight and height to max and so on.
Why won't my sound play? It should play on Mouseover and stop on Mouseout.
stop(); import flash.display.MovieClip; import flash.events.MouseEvent; var req:URLRequest = new URLRequest("squeeak.wav"); var sound:Sound = new Sound(); var controller:SoundChannel; function soundLoaded(event:Event):void{ controller = sound.play(); [Code] .....
I have a problem playing sound on mouse over event, sound attached from xml file.The question is, can I attach two, or more different (excat) sound to the same movieclip?F.E. I have a movieclip about the dog, and some button on the scene, "name", "sound", "etc".If I click the button "name", and after I pointing the mouse over the dog_mc, the sound would be "a_dog.mp3", but if I click on the button "sound, the played mp3 would to change the "bark.mp3" on mouse over. Of course, there is lot of animals clip, so every clip have to have own sounds.I am would to avoid attach the sound directly inside the movieclip, but not so familiar in XML, so if somebody can me explain it is possible.
I'm having trouble attaching a sound to a movieclip so that it will be played on rollover.I've named the sound "click" and checked export for actionscript in the linkage properties. My movieclip is titled "contact" and has an instance titled "c1"
I have a sound on/off button inside of a movie clip that loads prior to the 'home state' It has a sound loop running and can be turned on and off with the button. However, when you turn the sound button off and return to a button state that it was previously running under, the sound starts up again.
I am trying to load in a sound from XML into a empty movieclip when a user selects a button... this is my code for loading the sound but I can't get it to play.
Code:
function loadXML(loaded) { if (loaded) { _root.ContentSound =
I have an application in flash actionscript 2.0 that is running with several parts under each movieclips has an animation inside with a voice over. The problem occurs when I test the movie, the voice over/ sounds plays but when I click the pause button and play again the voice over/ sounds, sounds saggy and later on no sound will play.
I have a movieclip. And I try pause n play together with sound. But I can't do it. This my code in one frame just play pause movie clip without sound..
I have made an animation consisting of 7 different MC's - each accessed by a hidden button. When I play the individual swf files, with sounds, they work fine. When I place them on the main timeline and export the swf, as soon as I click on any of the buttons, ALL the music/sounds play no matter what MC I'm playing. It is a cacophony of sound that I need to fix before 10th August - when I need to hand the project into University for marking.
I was wondering if there is a way to control the volume of a movieclip directly without using the sound class? Or is there a way to control the volume of the entire swf?
I'm having trouble trying to manipulate music using buttons. I can't seem to make music1 autoplay and loop when the movie starts. I want to stop music1 and play music2 when I press a button:
music1 in main timeline button to change music is inside a movie clip so far here is the code I found on the internet but I'm not sure how I can change it to do what I need:
var mySound:Sound; var myChannel:SoundChannel; var isPlaying:Boolean = false; var isPaused:Boolean = false;
I am trying to develop a simple game for kids in which an Alphabet will be spoken and the kid will have to choose the correct alphabet being displayed on the screen. What I have tried to do is that I have saved each of the sound in a seperate movieclip.
how can I develop the code that randomly choose a movieclip to play the sound and then when the kid click on the correct alphabet, it adds the point and if wrong alphabet is clicked, it gives error.