ActionScript 2.0 :: Start A Sound When 2 Objects Are Close To Each Other?
Sep 18, 2006Here is the code I've got so far:
Code:
campFireSound_mc.onEnterFrame = function(){
xdist = Math.round(this._x-fenris_mc._x);
[code]....
Here is the code I've got so far:
Code:
campFireSound_mc.onEnterFrame = function(){
xdist = Math.round(this._x-fenris_mc._x);
[code]....
I insert to timeline modified to movie clip intro. First of all I want close automatically intro. Second of all I want delay start webpage after intro. I tried many options, but without good result. Below I show my as2 in frames.
First Frame:
ActionScript Code:
container_mc.loadMovie("myintro.swf");
(stop);
isstopped = true ;
_root.onEnterFrame = function() {
trace(secondScene);
[Code] .....
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void {
var s:Sound = new Sound();
var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
[code].....
I'm trying to load sound dynamically into a clip and then play it randomly. The AS I came up with works great if the sound is embedded and I use the .attachSound() method instead of loadSound(). Now, when I load it dynamically and use the code below, the sound plays very fast and at a higher pitch.
Code:
var crows = new Sound(this);
crows.loadSound("Raven.mp3", false);
crows.setVolume(100);
[Code].....
I'm using Flash CS3, running code in ActionScript 3. I use the Loader class to load a child SWF file, which then takes over the entire area on my website that is reserved for Flash. If the user decides to stop watching the SWF file before it is completed, he hits the "close" button within the child SWF, ultimately causing the Loader.unload() method to be executed. So far, so good, only the sound from the remaining portion of the SWF file keeps playing. According to the Flash Docs for the Loader.unload() method:
"As a best practice, before you unload a child SWF file, you should explicitly close any streams in the child SWF file's objects, such as LocalConnection, NetConnection, NetStream, and Sound objects. Otherwise, audio in the child SWF file might continue to play, even though the child SWF file was unloaded."
It then gives an example that assumes you already have access to the Sound object, so closing the Sound object is done by: mySound.close();
The only problem is that I have no idea how to access the Sound object when I use the Loader.load() method. I can't seem to find anything in the documentation that tells me how to find the Sound object after calling Loader.load(). As a temporary fix, I modified the target SWF file so that when the "close" button is hit, it calls the "stop()" function; however, this only stops the sound, it does not close the associated Sound object, and I presume it continues to lurk around in memory with nothing useful to do. (When the user hits the "close" button in the child SWF file, it creates a "bubbling" event so that the Loader class can call the Loader.unload() method on it.) I've attached code for your reference.
Need to make a character start to talk when the sound starts and stop talk when the sound stops so I'm using this:
[Code]...
I am stumbling across this issue as I open and close a sound stream. This is the code I use, not sure if closing and opening a stream on the same function is a good idea.
[Code]...
Is there any AS3 library or code-snippet that can create altered versions of a Sound object on-the-fly (at runtime)? Either based on:
An existing Sound object; A ByteArray object;
For example, say you have a "dry" sound of a gun-shot. You could:
[Code]...
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
View 1 RepliesWhy do we need to create objects like Sound Objects, Date Objects and Text Objects before we load them? And what are the advantages of using objects?
[Code].....
I am creating an animation with very few controls for a presentation and it requires adding sound. I have my intro in the first frame with one sound and then want the user to click anywhere to start the animation and another sound.The problem I am having is sound control.No matter what I try the sounds overlap. I have managed to stop the first sound when going to the next frame - the animation, but the second sound now will not start. The first sound is called in from the library with the below code:
var snd = new Sound();
snd.attachSound("Tune");
and stopped when going on the next frame with:
[code].....
I wish to be able to play a voice sound every 3 minutes. I have the sound in "mp3' format and need to repeat the message every 3 minutes.
[Code]...
The actionscript 3.0 I wrote makes the sound once but that's it. I have the "Loop" on but it only runs once. I need a Timer also but until I can get the sound goes its a mute point.
I'm currently recording sound and storing the byte array for playback and subsequent encoding to mp3.
Unfortunately though I am getting a click sound at the very beginning of the recording.
I have attempted a couple of methods to try to eliminate this such as:
recording the first .3 seconds with mic.gain = 0; then setting mic.gain = 50; clearing the byteArray after the first .3 seconds then continuing to write the bytearray (in effect deleting the first .3 seconds of the recording.)
Neither of those methods has stopped the click being added.
how I can prevent the click from being added?
Here is my recording/storing code:
public var mic:Microphone = Microphone.getMicrophone();
public var micSilence:uint;
private var soundBytes:ByteArray = new ByteArray();
private var soundBA:ByteArray = new ByteArray();
[Code].....
I am trying to stop one specific mp3 file that plays throughout the whole document. But I don't want to use the off and on button. Instead when I press one of the pop-up buttons, I want a new sound to start in the pop-up window.
How do you stop the current sound that is playing and start the one on the pop-up? My main question is, is there a code that will stop current mp3, and start a different sound when the pop-up window is activated.
How can I start and stop sound by using actionscript 2.0?
View 1 RepliesIn this tutorial [URL] it shows how to start a sound, and I got that down, but using a seperate button, how do you stop the sound? I cant figure that out.
View 2 RepliesPHP Code:
import flash.external.ExternalInterface;
snd = new Sound();
[code].....
[URL].. i am following these tuts but evrything is working fine but what i want is that my music should start playing immediately as it is loaded rather then waiting to click button to play...
[Code]...
I am trying to get my flv file to start playing when the page is loaded with no sound, but I am have no luck. The flv file starts playing fine with the sound on, and I can turn the sound off with my volume controller, but I need it to start playing with no sound.[code]...
View 3 RepliesCode:
chans1.start(0, 0);
but what i want to have is where I can supplying the object name from part text and part variable..
Code:
"chans"+chan.start(0, 0);
and even
Code:
"chans"+(chan+i).start(0, 0);
where chan is a variable set by a button and i comes from a for loop.
I'd post the whole thing but it's huuuge.
So can I define an object name made out of part text and part variable?
I am making a small website and i am trying to stop the sound from a video playing when the user clicks any other button to navigation away from the video which is fine (SoundMixer.StopAll behind the code for each of the buttons) but then if they decide to go back to the video page there is no sound? I tried removing the event listener but i cant get it to work
View 3 RepliesI understand how to make the play, pause, and stop. But, I want the music to automatically.Anyone know how to make the sound start automatically, allowing people to pause / stop it on their will?
View 3 RepliesIt doesn't look like there is a solution for this unless you:
1) import the sound file inside your swf.
2) load the sound as a external swf.
I decompiled a good working .swf file to .fla file to edit some text in it, but the decompiled .fla when exported creates a squeak sound at the beginning of the flash intro. I am not able to remove it. Is there any way of getting rid of that squeak? Is there some error with the decompiling software itself (I am using SoThink SWF Decompiler v5), because the exported file creates a squeak even when nothing is edited! but the original flash intro swf file works good.
View 1 RepliesI went to Kenny Bellow's sound tuts. I understand how to make the play, pause, and stop. But, I want the music to automatically. how to make the sound start automatically, allowing people to pause / stop it on their will?
View 3 Repliesim making a flash animation with a background two sets of text an invisible button and a song. im trying to make the the animation start when the mouse rolls over and have it stop and reset to the beginning when it rolls out. on my invisible button (first layer) i have
on (rollOver) {
play();
}
[code].....
I'va any troubles in controlling sound in an external swf. I need to stop/play/pause it. I've put the sound file on the timeline of the external swf and I want to control it from tha main movie in wich I've load it. the swfs are made using AS2.0
View 2 RepliesI have recently updated to Flash CS4 and AS3 from Flash 8 - apart from one issue I have with the Sound Object. There seems to be a delay in the loaded MP3 playing when told to. This means that I am unable to add SFX to the game I am developing for a client, because the sound plays about 1-2 seconds after it is told to play. How to tee the Sound up, so that it plays immediately?
The process I am using is this:
Class defined to load all game assets defined in XML
All Sounds are loaded into their own Sound Object and a reference to each is held in an array and passed to the relevant Class (i.e. Player). The relevant Class tells the reference to the Sound to play - it plays, but 2 seconds after the collision detection Event has told the sound to play.
I am trying to create a sound button to start a sound and then stop it when clicked again. I thought it would be easy because there is a code snippet for "click to play/stop sound"
I have my sound file in my library.
Below is the code that is not working:
Instructions:1. Replace [URL]below with the desired URL address of your sound file. Keep the quotation marks ("").*/
CYOA2bttn.addEventListener(MouseEvent.CLICK, fl_ClickToPlayStopSound_11);
var fl_SC_11:SoundChannel;
//This variable keeps track of whether you want to play or stop the soundvar fl_ToPlay_11:Boolean = true;
Proxy-Connection: keep-alive Cache-Control: max-age=0 Cp>function
[Code]....
I have a Flash 8 site that plays music in the background. When I click on one of the menu choices, the timeline jumps to another frame where the selected page is. Once at that page, I want the background music to stop and the page's music to start. Here is what I have:
Attached to frame 1:
var s:Sound=new Sound(); // to initialize a sound instances
then attached to each page keyframe:
stopAllSounds();
s.attachSound("thelinkageidofthesoundthatcorrespondstothispage");
s.start();
When the timeline jumps to the page frame, the background music stops but the page's music doesn't start.