I am just a rookie in Flash, and came across a problem. I'm trying to create a flash movie that will display time like a TV ident does. I've successfully set it up to get the correct time and play a "tik-tok" sound as each second passes. However, it is to have some background music, and I can't get it to start when I need it - for instance, if the time is 18:00:00 it should start at 00 seconds, it time is 18:00:21 it should start at 21 seconds etc. This is the script I used for ticking:
[Code]...
What should I use for the complex situation as described above? My only guess is that I should sync it to the frames in the background video (behind the clock, running at 24 FPS), but I haven't got a clue how to set that up as well. Can someone please help? If necessary I can upload the .fla file.
i'm just new to actionscript, how will i trigger an javascript function when i click the button play and also when i finished playing an mp3 file song?
Im using text fields to display artist, album and song information for tunes that are played in a mp3 player. The text appears fine and with the right information. But when a new song is played the text field from the previous tune does not disappear and the new song information, just sits on top of it.i have attempted to use the remove child to fix this, but couldn't get it working? My code for the play function and the textfields is below,
ActionScript Code: var myFont = new Font1(); var mySongNameFormat:TextFormat = new TextFormat(); mySongNameFormat.size = 30;[code]...............
I made flash player and i used that tutorial: HERE. Everything is good, but when one song is ending, next song's start is delay about 1-2 sec. You can say that is nothing in flash mp3 player, but if each other song is one short speaker sentence(there are about 10 one by one) it may be nervous. how to delete that delay? I don't need to have xml playlist. Just i want to start one by one(all playlist is about 300-400 loop/songs/mp3 files) without delay.
Now I think there is no way to delete that delay(how i can do it), but i have another idea. I will make one big file from 10 or 20 of that smaller, but i need to have in my player one thing more. When user will press start button, song won't start at 00:00/xx:xx but in random place. You know what i mean ? It will not start at start but somewhere else, in random place(maybe 00:21/xx:xx or 02:47/xx:xx or 01:02/xx:xx).
okay.. i'm using a xml n URLrequest to bring up the song n song list in a listbox but, I want the song hold for x seconds (because there r a silent opening first, then I want the the song start when the silent opening ends). Perhaps there r code to add delay just to the song so it not autoplay? Plus I dont know where to put the code..
have been looking for the right solution to my little problem and not found anything that works with my project.I have a fully functional mp3 player built in flash cs5 with AS3 and I would love to make the stop button reset the song to the beginning instead of pausing it like it is doing at the moment.. My code for the whole app is as follows :
///////////////////////// /////// CODE FOR FRAME 1 /////////////////////////
I followed your tutorial for the Volume Control Slider [URL] and it works well, but instead of having to press play and turn up the slider I would like the song to play at start and volume at like 50, 75 or 100%. I've messed around a bit but haven't been able to come up with anything that works
The problem I have is I click the play button and start playing. Then I click next and when I click play for another song the songs overlap. How can I stop whatever song is playing and start playing the new one? Has to stop the prev song when I click play_brn.
I have a list of mp3-songs, when song 1 is clicked it gets streamed, a stop-button appears, if this Btn is clicked, this Btn disappears as it should - but if user forgets to click for stopping sound and clicks song 2, stopBtn 1 remains and the new stopBtn 2 also appears. there should be only one stopBtn, the one next to the song is playing.
I would like to move the stopBtn and I have tried several approaches move; graphics.moveTo; if(stopButton !=null) {removeChild (stopButton)}; I packed the var stopButton:Sprite in the header and so on.
I am writing a mp3 player and having some issue getting the song length before the entire song has been loaded - which messes with my position indicator, as it needs to know the track length. I thought I could get the length from an ID3 tag, problem is ID3.TLEN returns undefined, though if I right click the track and show properties, the summary tab shows song duration, bitrate, etc... how I can retrieve the song length before the entire thing has been downloaded?
I am trying to make a song position slider, ala most media players, which will slowly slide along as the song progresses, but also allows me to drag and drop it to change the position of the song. I have some code which works perfectly in regards to the progress and dragging parts but the song doesn't change position and the bar reverts to the pre-drag position when I drop it.
I have a small animation that contains a doll, that need to be synchronized(doll should dance) with the song that is being played at the background. The song is loaded dynamically and the it should shake according to the music.
how do you make a horizontal scrolling text like in music players where song name scrolls from right to left for example?and then repeats itself after some time...
My question is what needs to be done in order to make a .swf file go into full screen without falling to a black screen when a movie is played? I have tried coding it, however I come up with the following error.
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What should I do to fix this? This is not going to be an HTML file, however, so the initial thought of changing the publish settings does not seem to work this time.
Just wondering how to make my interval start when I want it to because im trying to delay a function but i only want that interval to work when the code is being executed so i would have to add some kind of 'start delay' code inside the function.
Let's assume that I can't script the loaded swf, nor can the loaded one script the loader swf.
I was attempting to set frame rate to 0, and wait after all swfs are loaded, and set frame rate back. But I found when I set the frame rate to 0, I could not receive the complete event! And it's weird that i can still receive UI events...
Is there a way to load several swfs and start them together?
I was looking for an answer to a question and found a similar post from nearly a year ago on here however thought it may b better to raise as a new topic since it is so old and may not get any attention due to that.
Basically I am putting together a flash (as3) website with each page being a frame on the timeline. There is a link on the main page (frame1) that links into frame 2 which then cycles through right up to frame 18 and starts again sort of like a manual slideshow. The problems is I need the second frame to start at the top instead of going into the next frame at the point you view the first frame at i.e bottom of the page. The second page has text that doesn't reach right to the bottom so all that is seen is a blank white patch which is not a good experience even though it is easy to scroll up.
If I have for example a simple timeline with 2 labels.The first one is called "Intro" and the second one is called "Loop".So I would like to make the playhead start on frame 1 ("Intro" starts) and when it gets to frame 100 ("Loop" ends), make it loop 3 times and then go back to frame 1.So I would simply write the code:
[code]...
Lets say it does, how would it increment loops to more than 1, if when its incremented to 1 the playhead goes to frame 1, runs that code again, so loops would be assigned 0 again, right?
How would i make a button to start an animation, and only do it once?(Also, make the button change when finished? like a cellar closed, then opened :/) (AS2)
I have two arrays contains several movie clips. I used for loop to inject first array in timeline object succefuly. But then I realized, what the hack I will do about the second array I need to start them simultaneously and every array must have different destination at x and y.. Imagine banner 745x100px, I need to animate different movie clips from sides to some destination.
I have a flash file with a volume controller. everything works the problem is that music wont start unless play is pressed and volume gets turned up. Obviously is something to do with the coding in the script. All I want is the music to start automatically and the volume to be up already once song is loaded. I tried playing with the script but no luck.
I am tring to make my counter start after a certain number.
Code: onEnterFrame=function(){ _root.displayNumber=_root._currentframe + " of 35";
This is the code I am using but when It loads another movie it starts over. (1 of 35)I have tried _currentframe ==3 + and other varations but I can't seem to make it work. How do I make the second movie start at 4 instead of 1?
I 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?
I 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?
I have a timeline with a movie clip with the instance 'first'. this is a series of logo with buttons that move from left to right. you can click and drag them right or left, and when you roll over them, it pauses the movie. The problem is now I need to make each logo link to a url.