ActionScript 2.0 :: Presses Control The Sounds Starts And Plays?
Jun 15, 2005i have made my sound so that when some presses control the sounds starts and plays until they release it. how would i do this?
View 2 Repliesi have made my sound so that when some presses control the sounds starts and plays until they release it. how would i do this?
View 2 RepliesHowever when doing so it then has to load this sound file even before the preloader can display. One work around I've used before is to make a swf that just loads the entire second swf. This ensures that everything will be loaded at the start.However, if possible I would like to avoid this. I know that if i place the sounds on the stage (after frame 1) the preloader works fine, but at that point Im unsure how to access them within my as3 files.So if anyone knows how to ensure the sounds do not get loaded before the preloader starts and I am still able to control them via actionscript.
View 1 RepliesI simply need to use key presses to jump around on the timeline, ie. press "a" and the movie jumps to frame 355. Preferably a simple way of doing this with AS2. Please help... I will help you with Photoshop one day.
View 2 Repliesim trying to make a music/sound control and FX sounds control,so i have my FX volume level as a variable(FX_vol) and also the Music/sound volume level as a diffrent variable(M_vol),so i set them as sounds that i can use trough coding:
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i have a soung loop that i want to "loop" in my movie.this is my script:
mySound = new Sound();
mySound.loadSound("loops/music.mp3",true);
the problem is that it only plays once (5 seconds long) and then stops, how do i get it to loop? - short of placing it on the timeline.
i have a soung loop that i want to "loop" in my movie. this is my script: mySound = new Sound(); mySound.loadSound("loops/music.mp3",true); the problem is that it only plays once (5 seconds long) and then stops, how do i get it to loop? - short of placing it on the timeline.
View 8 RepliesI am using FLASH CS3.I have gone through many posts, seems to be an issue with many people.Still haven't come across a fix.Website made in FLASH. Flash movie loads and sound works great!I have a button with 'StopAllSounds' action script.[code]When I go back to main page... sound starts up again.Is there a way I can stop all sound regardless of where the visitor goes on the website?
View 2 RepliesI have a product by IMTOO.com that converts AVI files to SWF files. I used it, and I also specified that I wanted the final file to be small. The final file plays OK in flashplayer 10, but the control bar is all black. You don't see any controls on it such as 'play', 'pause' and 'maximize'.Now there is a menu you can get by right-clicking on the movie. That gives you 'play' and 'pause', but not maximize.My question is, why is this happening. Why can't I see controls on the control bar, and why can't I maximize at all, even with the right-click menu?
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I need to turn off/on all the sound for a flash animation. The flash control contains a layer named sounds that has 5 sounds associated with it in keyframes at different time. How can I simply turn on/off everything using a symbol button.
View 2 RepliesI'm trying to control different sound attached in different frame. I want a button to turn on/off different sounds separately and globally. I mean after I've press one button in, let's say, Frame 1, it can turn off/on one sound attached in Frame 2 but another sound is not affected.
Right now, I've create 2 buttons for each sound to turn on/off the sounds sounds by setVolume() but I can work only when I entered that frame and press button in the frame. If I've press the button in Frame 1 and go to Frame 2, it did not take effect.
Here is my code for attaching different sounds in Frame 2:
Code:
infoSound = new Sound(infoSoundMc);
infoSound.attachSound("info");
alertSound = new Sound(alertSoundMc);
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Is there any other command to turn on/off sound besides setVolume()?
I need to control the volume of all sounds in the movie even if they were in the timeline so they do not have an instance name,by AS3.0 code?
View 5 RepliesDoes anyone know of a way to adjust the volume of all the sounds in a swf? I'm looking to build a volume controller that changes the audio level of the swf.
View 1 RepliesIs there a way to mute all sounds in a whole scene? I want to have a button that turns off all sounds and stops all sounds from playing until i press the button again. The button is done and there's a "set(gallerysound,1) instruction in it when first pressed, and then it changes to zero the second time around. But now I'm stuck. How do i use this var to control the sounds in other keyframes? (preventing the sounds from playing until gallerysound changes again) ?
View 7 RepliesI have five audio clips that need to be played when their corresponding button is clicked, but need to be stopped when the same button is clicked or when another one is clicked and when the user clicks out of the movie clip to get back to the main interface.
So far I've been trying to tinker with this:
var sound1:Sound = new Yield();
var mySoundChannel:SoundChannel;
numberThree.addEventListener(MouseEvent.CLICK, clickThis);
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Ive used mediaplayback component on a webpage and it works fine except the playhead pointy thing doesnt move as the video plays. Isnt it supposed to do that ? It just stays at the start while the video is actually playing.If i drag the pointer to a different part of the streaming bar then it does what its supposed to do but that doesnt look right.
View 2 RepliesI'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).
Here's the setup:
-I have a music score that will be streamed in via actionscript
-I also have multiple short sounds (SFX) in multiple nested MCs
-these SFX sounds are customized using the ide edit interface, so it would be a pain to use actionscript to play each sound
What I need: To have 1 mute button for the music, and 1 mute button for the SFX, both on the root timeline.[code]...
I want my flash file plays one and stops in the end and only plays again if play again button is pressed.How do i do it?
View 1 RepliesI followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
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I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
View 1 RepliesI have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
I want my movie to loop. Would prefer an If/Else loop so that the movie plays a certain number of times then plays the opening of a screen then stops. This is a simple 4 screen ad I am doing for a school project. Can't get it to work. I tried containing my code in the proper loop syntax, didn't work. Then wrapping the loop in a function and calling that with a timer event, didn't work. My final solution was to call my whole movie in a timer event set to play once. Then calling the entire movie again in a second timer event set to play 20 times and set to start at an interval when the first movie ended. This did work but each time the movie plays thru function calls drop off making the movie degrade.
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I'm following a simple tutorial on making a platformer, but I ran into a problem. This is the code I'm using in a player movie clip:
onClipEvent(enterFrame) {
if(this.character.hitTest(_root.bg.ground)==false) {
this._y+=_root.gravity;
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When I press the keys, nothing happens, but if I replace the if statement with a 1 then the code executes fine.
Actionscript Code:
// button pressesupKey = 38;downKey = 40;leftKey = 37;rightKey = 39;focusKey = 65;attack1Key = 83;attack2Key = 68;bombKey = 81;autoAttack1Key = 87;autoAttack2Key
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Rather than affecting one variable, one key press makes all the others true as well
I have recently been working on creating a game similar to the good ol' Asteroids game. So far, I have managed to create a very simple piece of code that rotates and moves my spacecraft according to the angle it is currently at. There are two problems with it, though:
1. I can't use two buttons at once--for example, to rotate and move forward. I'm sure there must be a better way to detect key presses. What's the best way to do it in AS3?
2. The way the whole thing works looks kind of jerky and stage. Another thing is, the spacecraft is constantly at an odd angle for no apparent reason.
Here it is ("sc" is my spacecraft movieclip):
var SC_speed:Number;
var SC_rotation:Number;
var SC_radians:Number;
SC_speed = SC_rotation = 0;
function keys(event:KeyboardEvent):void{
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im tryin to make this control the player(head) on stage by simply turning rght now but i can't get it to work...
also all the code for keypresses can be found in the player movieclip on the actions of frame 1
I have a really strange problem. I've made a custom class that listens for keyboard events such as key presses (I use it in order to navigate in an interface). When I test my file in Flash (using 'command'+'enter') all key presses work as they should. However, when I publish the file and starts the projector (or the swf for that matter) one key ('g') isn't doing what it should!
View 2 RepliesI set up some code to record key presses and specific chords. My problem is that I only want the keys to fire once when pressed. This is especially a problem when I require the user to hold CTRL + LEFT for an action.
The user experience is that I want users to hold down CTRL to enter a mode and then press the LEFT key as many times as needed. Currently, the CTRL trace and LEFT trace fire continuously. Is there a way to do a onKeyRelease?
Code:
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.CONTROL)) {
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When I say two keyboard presses, I'm thinking about a situation where I would need to detect both. Not a shift this or alt that or control third. I'm talking about Down + A or 5 + T. For instance: Ryu has an overhead attack that is used when both Down + MP are pressed. If I were to create a game, with ActionScript 3.0, is there a way for me to detect that both buttons were pressed at the same time?
View 5 RepliesI am creating a dancing game:
[URL]
I need to disable the keyboard after each key is pressed, so if the user presses the UP key until the character has finihsed doing the move no other key can be pressed.