ActionScript 2.0 :: Syncronize 2 Sound Events To Play Simultaneously?
Jun 16, 2004Is there a way to syncronize 2 sound events to play simultaneously? It's vital that they begin at the exact same time (aren't started asyncronously).
View 2 RepliesIs there a way to syncronize 2 sound events to play simultaneously? It's vital that they begin at the exact same time (aren't started asyncronously).
View 2 RepliesIs there a way to synchronize 2 sound events to play simultaneously? It's vital that they begin at the exact same time (aren't started asyncronously).
View 2 RepliesImagine this scenario:The application is a Game, where the enemy characters can 'attack' the player, and each time they attack the 'Attack.mp3 file is played from the libraryNow my question is, if I have to create a new instance of the MP3 file in the memory, each time playing it, or can i use a 'master' Sound instance ,that I can play multiple times simultaneously.(similarly I can use one 'enemy.jpg' bitmapdata, that I can then copy to the screen with copyPixels, and only having it in the memory just once )IE if i have 50 'Enemy' characters running around the game
View 1 RepliesI'm a flash beginner and I've been having alot of trouble figuring out how to make a button which can be controlled with the keyboard as well as the mouse and plays a sound when clicked but when the button is released the sound instantly stops. What I'm going for is a piano application, I made the button, I know how to create keyboard events with listeners and make the different button states up and down but I don't know how to control the button with the keyboard and play sound when the button is clicked but stop the sound when the button is released.
Also I'd like to have it where the space bar will cancel whatever makes the sound stop so it just rings out until the sound clip ends. Can someone explain to me how to do this, remember I'm a beginner so please explain everything.
I have 2 buttons.There is a MOUSE_OUT event for button 1 and a MOUSE_OVER event button 2.The buttons are right next to each other.Each event leads to a different frame.When the mouse moves from button 1 to button 2, both events get fired, first MOUSE_OUT and then MOUSE_OVER - but the MOUSE_OVER event cuts off the MOUSE_OUT event and doesn't give it a chance to fully execute. To be more clear, for each event, a function is called which has "gotoAndPlay(x)"(x is some different frame number for each)The gotoAndPlay() will go to lets say frame 437 and play exactly 2 frames.But when MOUSE_OVER is fired and it calls my function, it calls the gotoAndPlay() BUT it doesn't get to play the 2 frames.It gets cut off because the MOUSE_OUT gets fired which calls a function which then calls gotoAndPlay() and plays a different 2 frames. How can I allow the first 2 frames to fully play and then the last 2 frames?
View 3 RepliesI have created an AIR application that makes use of Flash' build in capability of taking multi touch gestures (TransformGestureEvent.GESTURE_ZOOM & TransformGestureEvent.GESTURE_ROTATE)
It works fine on my Mac using the computers trackpad. It also works fine on a Windows 7 machine with a touchscreen attached.
But I can only modify one object at a time. Is that a limitation in Flash or is it possible to modify more objects at the same time and that way possible to make a multi-user multi-touch application?
I am creating a flash "video jockey" station. I have 9 videos that are different parts of a song. Each video is loaded upon the loading of the swf with a volume of 0 . When the buttons given are pressed, they unmute and expose the video. I have it set to a 36 second loop. I have coded in a rewind for each video. When I export it for html, the rewind and play no longer matches up. I feel like there may be a simpler way to code what I am doing, and a way to say that all videos should match up based on their location within their 36 second play time. I have included the actionscript3 I have written for two of the videos. Imagine this with 9 total videos and background music all having the same rewind function.
stop();
import fl.video.*;
var pb:FLVPlayback = new FLVPlayback();
pb.source="videoOne_2.flv";
[Code]....
I am busy with a project where two videos have to play on top of each other. One video is really small and the other rather large (more than 20 MB). Because the large video has to be aligned in the center of the screen and the small video has to have a fixed position, the videos must be played separated.
Because of the large filesize I cannot embed the videos in the swf. It will become too large. Therefore the video's must be loaded in progressive mode. But because the smaller video will be loaded much earlier, the video's will not play in sync.
How can I add a single control bar to control 2 external FLVs inserted in FLA document so that when scrolled, both FLVs move simultaneously?Is there a better PPT to Video Converter out there than Moyea that I can purchase or even a freeware? Original documents One FLV is a PowerPoint presentation with videos in some slides, converted into FLV using trial version of Moyea PPT to Video ConverterAnother one is an AVI converted into FLV using Super
I saw a similar question posted on Aug 15, 2007 ([URL].. but the "Look Here" link that describes the solution is not available (removed by Adobe for security reasons).
I have 4 live f4vs that I'm using with interactive server 3.5. Thus they are running in dvr. I'm trying to find a way to control all 4 videos so that when you go back on one video all 4 videos go back to the same time. This is very important with camera 4 as it is the only one with sound.I have tried putting all 4 videos in one swf file and I have tried putting each video as its own swf.
View 11 RepliesI have 1 flv with only 12 seconds of audio. another flv that is 10 seconds with only video another flv that is 2 seconds with only video Lets assume both video files are as long as my audio file. Which actionscript commands should I look further into to: 1. play audio simultaneously with video 2. play the 2 second video smoothly/seamlessly after the 10 second video is over as if it were a 12 second vide 3. if my audio or video were mp3/wma instead of flv would I run into trouble 4. I imagine a flash media server would be mandatory if my videos were other formats like avi/mpg and had to encode on the fly
View 1 RepliesIt's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
i want to make a single button to play a sound, and if pressed again, stop the sound. and if pressed again, play the sound, and so on...
i know it has to be made with a boolean variable, true/false, but i just can't figure out how.
I would like to play a one of the sound clips when the button is pressed and if the button it held for longer than the sound clip is, i would like it to start playing the 1 second clip on a loop. Then once the button is released it plays the 2nd sound clip.I have been trying this one for a while now, can anyone help? Also on a side note I have a crazy idea of what i would like to do with this button. I would like it to play a percentage of the sound clip and when the user releases the button for it to play the same percentage of the 2nd sound clip. Like the reving of a car engine for instance.
View 1 RepliesI'm trying to add sound to some buttons. It's just a little metallic 'klink' sound that plays on rollover. I only want the sound to play on the 'Over' state. So I've set up a layer (just for sound) for the button and I add my sound in the 2nd frame (the Over state). Everything is cool. All is good. And the sound plays on rollover. But the sound also plays when I click the button (i.e. it also plays on the "Down" state). Why? The Down state keyframe is completely empty. What's going on here? I've only put the sound in the "Over" keyframe, why does it also play in the "Down" frame (or when I click)?
View 1 RepliesI'm trying to make a program for an e-commerce project I'm involved in that will allow our users to listen to sample clips from a given CD. I've listed all the tracks in an array called trackList. Here's the code to play a given track from that array:
function playTrack(event:MouseEvent):void{
switch(event.currentTarget.name){
case "track01":[code]....
The event target that I've bolded is the given movie clip button that the user has clicked; at frame two, the button turns yellow. When the clip is finished, the button should return to frame 1, but I can't get that to happen.
I suspect I need to put the event listener to make the button's color change back on the sound channel (sndChan), but I don't know how I could write that function so that it will apply to which ever button happens to be active.
I want to use a sound loop in my flash movie. The movie has many scenes. And the problem is that when I go to next scene or different scene I hear the sound repeating twice. I mean sound does not stop from first scene and begins from the different scenes.Is there any way to play sound like "stop all sound" option in Flash.
View 6 RepliesI have to play a sound file and show the progress of the sound file being played. I am using import flash.media.Sound; import flash.media.SoundChannel; But the PROGRESS event gives theprogress of loading of file. I want to know of much of the song has been played and how much more is left.
View 3 RepliesI am new to actionscript. I have created a script that will play server side sound object and client side mp3 files alternately. Now, I would like to play the client side mp3 first then only play server side sound object alternately. However, I have no idea how can I do so. The following is the code that need to be swapped:
[Code].....
I want my animation to STOP when I press SPACE, and then PLAY when I press SHIFT. This needs to be in AS3. The only catch is that my whole animation is composed of 5 Scenes. Would this be a problem? Also, I'm confused as to where I should add the code. I have it in a class and it still doesnt work. I tried putting it on the 1st frame on Scene 1.
View 1 RepliesI need to play some mp3 sounds (bird songs), depending on keyboard events.
First I create my Sound and SoundChannel
var music:Sound=new Sound();[code]......
Everything fine till there but I need later to stop the current sound, and play a new one ...I made some tries ; I am able to stop the current sound, but unable to play another one .How should I proceed ?
I am trying to build a simple xml based mp3 player for a project. I have got as far as combo/list boxes populating.
The first time you click the a track to play it all is well.
However, when you click another track, the first stops, but then I get error message.[code]...
I tried modifying the sound in Action Script but now I do not get any sound on the webpage, only hear the sound in preview on flash editor.It was looping sound on the web page and I did not want to have surfers having to hit the stop button. But I did want it to play just once.[code]
View 1 RepliesI have a "onRelease function"
CODE:
btn_4.onRelease = function () {
var yTween = new mx.transitions.Tween(slider, "_x", mx.transitions.easing.Strong.easeOut, slider._x, 695 , 0.600000, true);
}
This works good but I like to add in a "onRelease" play sound, too. How it have to look like and where do I have to place the sound? Because: When I add in a new function "onRelease" both block each other.
I have two files as: A.swf and B.swf.[code]While I am playing B.swf then music is plays perfectly. While I load it to in A.swf then music in not playing.I don't want to change anything in B.swf like new Sound(this). I want actionscript code only for A.swf.
View 5 RepliesI've got 3 swf files and they are all nested. Here's the structure: [code]The sound clip "m1p1" is loaded in the library of "cc_mod1_shell.swf".This setup works when I just test "cc_mod1_shell.swf". I can hear the sound clip. But, when I test the root level "cc_ shell. swf", the sound does not play. Can anyone tell me what I'm doing wrong? Why would this._ parent work when I'm just using the 2 files in question, and not when they are nested in another file?.
View 7 RepliesHow do you get sound to play?
I am importing the sound and exporting in with an identifier "sjump".
I am trying to play the sound from a seperate .as file with the following code:
var sound_sjump:Sound = new Sound();sound_sjump.attachSound("sjump");sound_sju mp.start(1,0);
Why won't it play?!
Some of my sounds like if I attach "coin" instead of "sjump" work? Why is this?
I have a Flash movie that uses the following code to load a Sound from the library[code]...
View 4 Repliestrying to make a play/pause toggle button in AS3. I'm a newbie but I've finished the site except for this element. my audio file works when i import to the library and it plays it in the preview. its in the same folder as the fla. working in cs3. This is what i've done.new as3 file. code.
var req:URLRequest = new URLRequest("ocean.mp3");
var s:Sound = new Sound(req);
s.play();
whats the deal? I get no compiler errors. i'm hitting option+Return on the mac to test the movie. I downloaded some one else's and it worked. i copied theirs into my project and it didn't work. i have a feeling its something to do with classes that i don't know about
I'm working on a game that loops a random sound file everytime the user goes to the menu. When I tried the simulate download in the preview menu, it took a long time to load the first frame (which is a preloader). I found the problem was that in the linkage for the sound files I said "Export on first frame" so i unchecked that box, but then when I tried playing again, the sound wouldn't load.So, I'm wondering, is there a way to play sound files through ActionScript without having to load them on the first frame?
View 1 Replies