ActionScript 3.0 :: Making A Sound Play At Exact Millisecond?
Jan 9, 2011
I'm having trouble making a sound play at an exact millisecond sinde framerate and timers are not 100% precise. First I tried creating a timer and playing the sound every second. But this causes delay. I can't think of any other way... I'm trying to create a game that marks the rythm precisely by playing small sound clips every specific amount of milliseconds.
The first time around, the sound play's exactly on time, After that it has about a 30-60 millisecond delay to re play it again. if i wait about 20 seconds it will be able to play exactly on time again...? Im new to the sound class, but i don't think i have done anything wrong...my sound is imported to the library, exported for actionscript,i have tried:
Code: var myAudio:Sound= new myCustomSound(); myAudio.play(0,1);
[code]....
simply put the sound on the timeline of a movieClip its all the same, in the play() method, i have tried start time of 0 or 1 or not at all, same with # of loops. i have tried to re-create the sound object each time its called, or have other sounds in the background, or create longer sounds. ive used mp3s,wavs, the audio file has no silence at the beginning of it.
this happens in the flash ide, or the published swf or on my phone using air for android settings, problem is on the phone its a larger delay i would say 60 to 150 milliseconds, otherwise it probably wouldn't be a problem. on my phone, using mrDoobs stats class i can actually see the frame rate drop from 30 to 25 back to 30 once that estimated 20 seconds is up and its "ready" to play on time again. Something happens after that 20 seconds that it clears up and it will play on time again. I dont know what to think
I re-created it in a regular non air/android swf and its the same issue, i attached it if anyone want to take a look. so hard to see the delay on a regular cpu as the response is good, but its there. click to make a noise, do it again once on the balls on the platform and you will see that tiny audio delay as the ball jumps. however wait 20 sec and it will be exact again.
the site i'm currently helping out with has an audio clip that gets loaded in through xml, I want this to only play once and then halt, but if the user wanted to click on the volume button it could start on up again without a hassle.
I have only two days to get this working and handed in. My class did not teach actionscript, the code for keeping sounds playing through multiple scenes was provided for us :
var mySound:Sound = new soundtrack(); mySound.play();
Unfortunately this doesn't seem to work in actionscript 3..... and my entire movie is actionscript three. It won't let me save down or convert it or anything.... and I can't get my stuff into another file without screwing it all up.
When my avatar bug makes contact with another type of bug, he eats it. Both bugs are movie clips; when the avatar gets into the collision detect zone of the edible bug, it triggers a quick animation in the "edible" bug: he becomes a blur for one frame then disappears (as though eaten).
The problem is the sound effect - a quick "whoosh". It needs to play once then stop. What happens now is that it's triggered repeatedly - a problem if the avatar passes over the edible bug slowly. If the avatar later passes over the spot where the edible bug was, the sound is triggered multiple times again. So I need the sound to play only once, then stop. There will be several copies of the edible bug's movie clip that need to behave the same way, so once the sound stops playing it needs to be available again for the next collision.
Here's what it looks like now:
private var sfx_edible:Sound = new eat(); function detectCollision(myevent:Event):void { if (avatar_mc.hitTestPoint(edible_a.x, edible_a.y, false)==true) {
I am trying to develop my first flash app. The application emulates a "karaoke" service. It plays a background sound and at the same time records the sound coming from the mic. I use the "sound" class to play the sound (s.play() ) and the "netStream" class to record the mic sound (ns.publish("mysound", "record") ). In the same app, I then try to play these two sounds together. The problem is that I cannot synchronize them. My tests drove me to a conclusion which I am not certain for. The conclusion is that the method s.play() has a delay about 500ms until the sound starts playing. The result is that recording starts 500ms earlier than playback. When, then, I playback both of them the recording sound is 500ms after the backround sound. Is that delay for sure true?
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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!
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var date1:Date = new Date; xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("http://localhost/final/Flash/DB-Single/get_db.php"));
I´ve made a site for myself in flash (AS 2) and it works great. But one thing that I havent got the knowledge for is that I would like to have my own sound library.Anyway what I want is a xml updatable library, a simple list of sounds for visitors to download for free! A preview of the sound is also something that I need. The sounds are mostly very short sounds, so a rollover should work i think.[code]If there is someone here who would like to help me with this? Just to get me started. I fully understand if someone here thinks like, wow thats alot to ask for! how rude and so on, but if there is someone that maybe thinks that this could be fun or interesting and would like to give it a shot.
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