ActionScript 2.0 :: Timer Stops The Sound
Feb 2, 2009
I've got a simple timer set up... heres the code for the frame:
[Code].....
heres my problem: when i start the timer with the start button, it stops the music... why is that, and how can i prevent it?
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Jul 28, 2009
I have several buttons in a movie and I want to be able to rollover an individual button and play the sound for that button and when I rolloff I want the sound for that button to stop.
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Aug 19, 2010
I have this script that creates multiple timer objects with one funcion(reload) but I cant get it to stop or nullify. Can you spot the error?
[Code]....
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Apr 25, 2011
i want my mc to stop moving (speed=0) when the timer reaches 5 seconds, the timer is placed on the main timeline and the code for making the mc move is placed inside the mc.How can i get access to the var (if(elapsedS == 5) in the main timeline so the mc knows when to stop?
Timer code----
//Variables
var timing:Boolean = false;[code]......
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Oct 26, 2004
I want to start a timer when the game begins that counts up, but doesnt actually display the time during gameplay, but stops when a player has won and the screen goes to the player wins screen. From there i want that time to display in a text variable along with all the other statistics I have generated. The timer will also need a reset function when starting up the game again.
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Jun 26, 2009
So I know this has to have something to do with the timer class. But I'm not sure how to implement it.So currently I am making a DDR-type game. First, a function generates a random arrow for you to press, and another function checks with keypresses to make sure you have the correct arrow pressed.
I want to create a function that runs when the arrow is first shown- through the function that generates the random arrow. Then, I want the timer to run (1,2,3 seconds, keeps counting up) until I press the correct key. Then, the function would STOP, and possibly run again.how to create a timer that keeps counting up then stops, and it shows the time it took to press the key?
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Aug 5, 2010
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]...
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Dec 6, 2009
I imported a .aif sound in to my library and gave it a class name of "Beat". I'm using this sound as a rollover effect. So I have my variable initiated at the top like so:
Code:
var snd:Beat= new Beat();
My listener's function like so:
[code].....
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Jan 4, 2010
I have noticed a very frustrating error in flash lately. I will be watching a video in full screen mode...on any site...then all of the sudden, the video freezes and the sound continues. This does not fix automatically. I have to minimize the video from full screen to default size and then the video unfreezes and I can then go back to full screen mode.However, eventually I have to repeat this because the video freezes again.
This happens in Firefox 3.5.6 and Chrome 4.0.249.43. I am near certain I can get this to happen in any browser but I don't use other browsers to play videos so I have not tested my theory. All I know is that the problem is very consistent.
I am using Flash Player 10 ActiveX version 10.0.32.18 in XP Pro SP3.
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Jan 28, 2011
I have a little sound stream script here, but sometimes if you press play to the next track before the current has done loading the next track doesn't comeplete loading
package player {
import flash.events.Event;
import flash.display.Sprite;
[Code]....
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Feb 13, 2011
I have a working Flash movie, using a couple of AS3 scripts. The main stage has some animation going on. My player.as plays some mp3 clips when I click a button. The problem is, the stage animation stops as soon as the sound starts ie. Sound.play() starts, then animation starts again when the sound ends.
The animation is based on
this.addEventListener(Event.ENTER_FRAME,loop3D);
so I gather something happens to ENTER_FRAME due to Sound.play(). What is weird is everything works perfectly on the Flash Test movie (ctrl+Enter). The animation does NOT stop during sound. What to do to make sure the animation goes on always?
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Apr 13, 2011
I made a flash video jukebox, so it reads a dynamic playlist of F4V files for hours. Everything works well but after about 45 min the sound stops and after 2 hours the flash player plug in crashes. It seems like the cache is not accepting more F4V videos and then crashes. If I auto-refresh the browser every 2 hours it works but I would like to avoid having to refresh the browser and just clear the flash player cache if that's where the F4V go? I can't find any info about where the F4V files go when you play them!
Frame 1 gives the variable vidReference the value of the video file name:
VidReference = trackToPlay;
Frame 2 does the playing:
var nc:NetConnection = new NetConnection();
nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
nc.connect(null);
[Code] .....
This is the function that detects when video is done playing, still on frame 2:
function netStatusHandler(event:NetStatusEvent):void {
switch (event.info.code) {
case "NetStream.Play.StreamNotFound": newTrack();
break;
case "NetStream.Play.Stop": newTrack();
break;
}}
And the function newTrack() is just giving the variable trackToPlay a value (the file name of the next video). And then says to gotoAndPlay frame 1, so it kind of reinitializing the player. The objects are re declared in frame 2, is that the problem here?
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Nov 14, 2011
I am trying to make the sleigh bell sound stop when my object(santa) reaches the end of stage. First of all, I don't exacly know how to write an if statement, second I get an error when I try to stop the sound.
var mySound:Sound = new bellsSound();
mySound.play();
var myTween:Tween = new Tween(santa, "x", Regular.easeOut, -100, 810, 25, true);
addChild(santa);
[Code]...
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Jun 7, 2010
I have a couple of buttons that start and stop sound, and I understand how to use a timer so that I can pause sound also. What I want to do, however, is have a sound play as it enters a particular frame and then stop upon entering another frame. As a means towards getting this to work, I experimented with a button that starts a sound on frame 1 and then a second button which stops it on frame 2. This works great as long as both buttons are present on the frame where the AS is introduced (which seems inconvenient as one has to be placed off screen, but whatever...).
When I switch around the name of the functions called upon by the eventListeners though, so stopSound is on frame 1 and startSound is on frame two, it plays when it gets to frame 2, but won't stop when it goes back to 1. I seem to not be getting the principle somehow, because if the functions are play on 1 and stop on 2, I can go back and forth endlessly. How can the order make such a difference? How can I get around this? How can I design an MC to have a sound associated with it so when the playback goes to the frame it is on, it will play, and then how to stop it later on?
Here's the very simple code I'm working with:
stop();
var soundReq:URLRequest = new URLRequest("TheCattleCall.mp3");
var sound:Sound = new Sound();
var soundControl:SoundChannel = new SoundChannel();
sound.load(soundReq);
[Code] .....
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Sep 6, 2011
how could i record the precise time(in milliseconds) where sound effects are being played. This is what i have in mind/ or what i have done so far as an example: i start clicking the 'record button' and the timer starts.Then i play a sound effect and the time elapsed is 1.444 seconds,after that i stop the recording. What i was doing is push the values of the timer elapsed into an array as a string. So when i hit the 'play recorded clip' button, the timer starts again but this time:
it is constantly checking for the timerOn the example i have stated above; when the time elapsed at 1.444 seconds, i expect the sound i've played when i recorded to play. I have the methods needed to fire away the specific sound effect.
[Code]....
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Nov 2, 2003
I'm building a simple audioplayer. In frame 1 I have:
Code:
mySound = new Sound();
songs = new Array("1.mp3", "2.mp3");
songIndex = 0;
mySound.loadSound(this.songs[songIndex], true);
mySound.start();
var playing = true;
[Code] .....
So, the sound begins to play from the beginning. However the problem is with the timer: when 'stop' is pressed it says 0:00. But, when I press play again it immediately jumps to the time it showed when stop was pushed, e.g. 0:12
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Aug 4, 2009
I am converting from .FLV's to .F4V. Video outputs fine but the audio sound stops after a few seconds from the beginning.I have tried many different settings for the audio with no luck. Also, tried on a colleague's machine who is running CS3, which works fine, so something is buggy in CS4...
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Dec 18, 2010
I'm trying to play a sound after a 3 second delay. I'm getting the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::TimerEvent@3e021971 to flash.utils.Timer.at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
Code:
var birdTransform = new SoundTransform(1,0);
var birdStartTimer = new Timer(3000, 1); //milliseconds (1000 = 1 second), fire 1 time
birdStartTimer.addEventListener(TimerEvent.TIMER, playBirdFunc, false, 0, true);
birdStartTimer.start();[code]....
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Feb 16, 2012
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip {
private static var _stage:Stage;
private static var _timer:Timer;
[code]....
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Aug 27, 2008
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
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Nov 29, 2011
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
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Mar 6, 2012
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
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Mar 26, 2011
The document doesn't mention anything about this:[URL]..
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Apr 16, 2011
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?
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May 21, 2010
I have a flash header that was never completed because the guy I hired took people's money and ran. So now I even wonder if what he said could work with my flash header is true or not. But, usually there is always a way to make it work.
I have a flash header that does two important things: 1) Upon entering the site, it loads and plays an audio track 2) Makes an animal noise when you hover over each animal menu item. (not sure if I'm able to give a link to it or not on here. If I able to and someone would like to see it let me know)
I want to know if my flash header can support the following additional functionality/changes:
1) Currently, it loads everytime a page is selected. I only want it to load the one time of entering the site because the audio gets annoying. Set a cookie maybe?
2) But, I do not want to turn the audio off completely because I still want the hover over each menu item sound.
3) Have a link on it to allow them to select to turn on / off the sound completely. It currently has that, but only for the current page. Once you select another page, the audio is back to on.
4) Lastlly, is there a way for it to detect that someone doesn't support flash and to display an html version of it? And can flash create a html version from my fla file?
I don't know much about flash (but am learning) so I'm not sure if I'll be able to do this myself. However, I want to find out if my flash header will even work this way before I invest the time learning it just for these changes. I know it will be pretty deep with script code, but I'm hoping I could find base code already available for these features. Not sure I can afford help now because of being laid off and two different scammers taking advantage of me. So I'm going to try to do myself and see if there is any suggestions/support on here that can help. I have Flash CS4.
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Jan 31, 2012
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]...
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May 21, 2010
I have a flash header that was never completed because the guy I hired took people's money and ran. So now I even wonder if what he said could work with my flash header is true or not. But, usually there is always a way to make it work.I have a flash header that does two important things: 1) Upon entering the site, it loads and plays an audio track 2) Makes an animal noise when you hover over each animal menu item. I want to know if my flash header can support the following additional functionality/changes:
1) Currently, it loads everytime a page is selected. I only want it to load the one time of entering the site because the audio gets annoying. Set a cookie maybe?
2) But, I do not want to turn the audio off completely because I still want the hover over each menu item sound.
3) Have a link on it to allow them to select to turn on / off the sound completely. It currently has that, but only for the current page. Once you select another page, the audio is back to on.
4) Lastlly, is there a way for it to detect that someone doesn't support flash and to display an html version of it? And can flash create a html version from my fla file?
I don't know much about flash (but am learning) so I'm not sure if I'll be able to do this myself. However, I want to find out if my flash header will even work this way before I invest the time learning it just for these changes. I know it will be pretty deep with script code, but I'm hoping I could find base code already available for these features. Not sure I can afford help now because of being laid off and two different scammers taking advantage of me. So I'm going to try to do myself and see if there is any suggestions/support on here that can help. I have Flash CS4.
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Oct 20, 2011
I am using a flash app. I can send and receive streaming data to FMS by using this app, like the chart I attached. [URL] This app uses RTMP to access to FMS. I want to upgrade this app to display sound level of each client. Is it possible by using Actionscript and FMS? If so, which class should I use?
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Mar 14, 2011
I have a project that requires me to display the waveform for a uploaded sound. The sound is always an MP3, most of the time 22.05 kHz mono, with speech only. The project are written with Flex/ActionScript 3. It's meant to run in the browser, but might also consider converting to AIR if that can help.
All examples I've found and looked at for generating a wave, are either doing some visualization in real time as the sound is playing, or, the most promising, as3soundeditorlib, keeps the wave already generated, but does it very slowly, seemingly using as long time as playing through the audio would've taken.Is there any way to generate the wave faster than real time?
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May 20, 2011
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray;
sound.extract(data,sound.length*44.1);
data.position = 0;
return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
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