ActionScript 3.0 :: Checking When The Sound Inside A Loop Is Completed?
Jul 24, 2009
When I play a sound on a loop using the sound.play(0,loops) method, the channel doesn't dispatch an event when the sound is completed each time inside the loop - but, only after all the loops are played. Is there a way to check out when each loop is done?
I know there's the way to play only once, and check when the channel dispatched SOUND_COMPLETE and then play the sound again - but this method actually doesn't work as intended, as it creates a really small interval between each loop, which is noticeable and destroys the whole looping effect.
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Dec 6, 2009
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Frame 1:
Contains nothing
Frame 2:
Code:
_root.tile.duplicateMovieClip("tile"+i,i+1)
_root["tile"+i]._x=Math.random()*800;
_root["tile"+i]._y=Math.random()*600;
[code]....
On Frame 4, I add a button which I'd like to use to restart the whole thing.
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Code:
on (release) {
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Jul 5, 2010
I'm trying to write a script to make iterations of a imported class file through a for loop. Currently, my menu buttons work for revealing themselves when clicked, but I want to make it so that if I click another button, the previous button collapses (or generally, all buttons except for the one that's clicked get collapsed).Here's the section of code:
ActionScript Code:
var ColorArray_arr:Array = new Array(DarkBlue,MidBlue,LightBlue,Gray,OffWhite,Goldenrod);
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[code]....
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Jul 5, 2010
How would I check if a sound is already playing? If its already playing how would I tell it not to play it again, so I wouldn't having the sound playing over top of the other one?
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Mar 23, 2007
I have an interface where if the viewer is in a specific set of keyframes, there is specific audio that accompanies the visuals. The code below starts the audio in the specific areas that I need it to be started and stops when I go to a different area - just what I need. However, if they click and then remain in the same section, the audio starts all over. I was curious if there is anything I can do with the below code for it to test if the audio of the section is already playing, and if it is, to allow it to continue playing, and if its in a different section, to stop it and allow the other audio of the section to play.
Code:
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[Code].....
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Apr 3, 2009
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if (currentValue % 15 == 1) {
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May 18, 2010
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Code:
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[Code]....
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May 18, 2010
I have to create a slideshow that loads 16 different swf's into a container_mc.
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Here is what I have so far...
This is the code on the first frame for the buttons
Code:
nowPlaying = 1;
lastPlayed = 0;
playingNext = 2;
[Code].....
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Oct 12, 2005
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Jan 21, 2011
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PHP Code:
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[code].....
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Oct 27, 2009
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Dec 8, 2009
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ActionScript Code:
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[Code].....
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Feb 2, 2005
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Jun 6, 2010
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[Code]....
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Code:
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[Code]...
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ActionScript Code:
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I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work.here it is:
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[code]......
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How do I get this sound to loop?
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Code:
stop();
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import com.greensock.easing.*
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[Code] .....
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Code:
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[code]....
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Apr 25, 2009
So, I downloaded a simple sound loop from Flash Kit.
I am building a Flash webiste and want the sound to loop once the movie loads. I have added a stop and play button to the movie in case the viewer doesn't want the sound on. I understand sound can be annoying.
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ok so im having an issue with Flash CS5.I have a sound looping, and my animation is only 13 frames long, while the song is like a minute long, so each time the animation loops threw the default "Loop Playback" a new sound audio is played which os overlapping the previous over and over causing a massive echo effect.Whats the best way to loop both of them insync, or atleast copy and paste the animations frames and make it the length of the song?
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Feb 27, 2008
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Heres the ActionScript Code:
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
[Code] .....
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Feb 10, 2009
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Here's what I want:
ActionScript Code:
for(k=1;k<=26;k++)
{
[Code]....
I've tried it with _root, without, using a variable such as moji = eval("moji"+k) then moji.onPress, but nothing works. It just won't play the sound unless it's hard coded.
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Oct 19, 2003
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I don't know why, but my sound dosn't loop, even though I set it to loop, here is the complete code: This is on my 1st frame:
[AS]
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[/AS]
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[AS]
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[Code] .....
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