The sound only plays when I hold the mouse button down. I need it to play when I click it. But it has to stop the sound from playing twice import flash.media.SoundMixer; this.addEventListener(MouseEvent.MOUSE_UP,f); function f(e:Event):void{ SoundMixer.stopAll(); } here is a link to my swf file [URL]
I created a movie clip that I am using as a button. I created the states in the clip (up, down, over) and the graphics work, but the sound is driving me crazy. I have a rollover loop that plays and a special click sound on the down/press. On the mouseclick, I want the rollover loop to stop and the down/click sound to play. Also, a getURL is happening on the release. Basically, everything works, except you can't hear the down/click sound. All sound just stops on the click.THis is AS2. Here's my code on the first frame. In the clip/button itself, I have the states labeled, the sounds placed using the properties and a stop on each keyframe of each state.:
I have been trying to deal with sound attachment. Attached is the source file that i am dealing with(I deleted the sound files because the size is too big): Simply, i have to click on the objects first before clicking on the play button. Each objects i clicked represents a different sound and will be stored in the array. So i will be clicking the objects in sequence and when i click on the play button, the music will play. Now comes the problem with my coding, I was unable to let my music coming out one by one at the time in sequence.
Im an aspiring flash game developer struggling with a bit of code in my upcoming game, I want to play a sound(A "ding") everytime the main character touches a cookie on stage. The main character follows the mouse cursor, and the cookies fall down from the sky.
I have scripted the cookies main class, with this function(which works fine) private function eFrame(e:Event):void{
Code: private function eFrame(e:Event):void{ this.y += 3;//move the bell slowly downwards if(this.hitTestObject(_root.mcMain)){//if this touches the main character _root.mainJumping = true;//make him jump
[Code].....
And I was hoping it would go into the library and play the sound bit named "bellSound" but it doesnt do this, instead nothing happends, not even any errors under the "Compiler errors" So no im a bit lost, as I do not know how to make this work, so a sound is played when the main character touches the cookie.
I've been trying to make a button to play a sound, I've created the button and have a sound in the library, but can't manage to get the button to play the sound!!! I get this error: 1120: Access of undefined property knock_sound.
I think I need to give the sound an instance name but it says I need to use AC2 to do that!!
I have been working on flash in school, and the school upgraded from flash MX to flash CS5, i have then gone to make my project in AS3, however, it is very diffrent from AS2
My problem, is, all i want is a button to play a song from the libray (not from a URL on the internet like the code snippet) and my ICT teachers have no idea how to use AS3. I also need is a play, stop and pause button, and a volume control slider, i CAN do all these on AS2, i infact have it set up (but without a pause button) but, i cannot do this in AS3 and i need it done bady.
I have a sound in the library named RolloverSound and a MovieClip on the stage with instance name of btn. I hear this sound whenever I rollover btn and that's all I want it to do. The problem is is that it also sounds off when the swf loads and I don't want that.
I've been looking for this for years, and a good friend of mine that is a master at AS3 is not well versed in AS2, so I thought I'd ask the pros here.onClipEvent(mouseUp) on(release)I have code like these two examples on a mc (sometimes a button, I only use buttons in AS2) on the root timeline. Usually I use a mouse-click to activate them, but there's this one mc I'd like to have work via a keyboard keypress. What I can do is make the first frame of this mc blank, and the 2nd frame and beyond have elements to expose. So I was thinking I hit the key "v" to play this mc that resembles a volume overlay screen for this UI I'm working on
I have a flash file with about 20 different scenes in it. And in one of the scenes there is an audio file that is 15 seconds long. The sound is on a menu page so i only want it in that scene. But if you are on that page for less than 15 seconds and go to another page then it carries on the sound into the next scene and if you go to and from the menu page to another scenes in quick succession you get a build up of sound which is horrible.
I have a griddle_mc, bacon_mc, and BaconCooking.wav. I want to play the wav when the bacon is moved onto the griddle. If I move the bacon until it just touches the griddle the wav plays fine, but if I continue to drag the bacon_mc across the griddle the wav becomes loud and distorted, almost like it's playing multiple instances of the wav at the same time.
private function __handleSliceDown($evt:MouseEvent):void { slice1_mc.startDrag(true); }
I have a button that is actually a Movie Clip (so I can animate it). I want this button to play a sound. (But this isn't a sound question.) If I have a list of 20 sounds, and 20 instances of this button mc, how can I make it know which sound is being called for? If it were a normal button, each instance would have its own load- or attach-movie command. But since they're MC's, the invisible button hit is always the same. Is there a way to make it look to the MC's instance name to get which sound to load?
This time I'm experimenting with visibility. All the tutorials online vary a lot. I'm trying to find something noob proof. I have actionscript 2 and 3. I'm not sure which one to use..I'm just trying to learn how to make a frame become visible and Play when I click on a movieclip.
I'm brand new to Flash, and I have a motion tween of a wheel that spins 360 degrees and I need it to play when it is clicked on. This is probably something that's really easy to do, but I just can't figure it out.
We have imported our video into flash cs4 (we are using presentation mode to mimic a powerpoint presentation), we have gone into the component inspector and altered it so it doesn't autoplay. When it is on autoplay, it plays the audio throughout the entire presentation. We want the video to start on click (hit the spacebar or return or anything).
I'm looking to have a movie clip pop up, play itself after a user clicks on a flash navigation button.
(something like this???) message_btn.addEventListener(MouseEvent.CLICK, goMessage1); function goMessage1(evt:MouseEvent):void{ ???(play message movie clip here)???;}
I have a movieclip (a), inside another movieclip (b), on the main timeline. I want to click on movieclip (a) and make it go to and play a keyframe on the main timeline. I'm used to using buttons for actions, not movie clips, and I forget how to use the _root thingy.
It'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 am building a flash interface and I would like a menu where it is hidden to begin with (just a tab). You click the tab to expand it, and click again to collapse it. I've made a movieclip with animation of the menu opening up and closing, but I can't seem to work out how I'd go about making the movieclip open and close properly.
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 have a test button i would like to have play a movie where a graphic expands. Once stopped, I would like to be able to click that same button and have the graphic go backwards. I would prefer to have timeline reverse, rather than lengthen the timeline of the mc because then i have to line up the start and end, and if one changes, i have to remember to change the other.
I'm having some problems with the code below. It may be something small that I am just not seeing. I basically have a drop down window and a button named btn1. The first click makes it pull down on the main stage, the second returns it to frame #1 by rewinding the movie. Well... It only works once, I need it to work multiple times, so I am missing something.
ActionScript Code: on (release){ if (this._currentframe == 1) { this.play();