ActionScript 3.0 :: Mute / Unmute Sound On FLV Player
Mar 18, 2009
I've built an FLV player using Lee Brimelow's AS3 video basics tutorial. I've pieced together my play/pause buttons, but I haven't been able to figure out how to mute the sound. I've tried using soundTransform a bit, but I'm not sure if that only works for the flvPlayback component. My mute/unmute toggle button is working, but the actual muting functionality not. Here's my current failed attempt.
I have a small loop of a beat. it automatically loops in flash, i need a button to mute this specific sound (so i can put other different sounds) and another button to unmute it... i've seen how to mute a sound (or set volume to zero) but that only works if the song is beiing played on the timeline, but this sound is looping!
Found an old topic, and have the exact same problem!Quote:I have an animation I've created for an average Public Service Announcement banner ad project.I need the user to be able to not be bothered by the sound at first, but if they choose to hear it they can rollover the banner and the sound will play, and once rolled out the sound ceases.I know you can do:
mySound = new Sound(); mySound.attachSound("soundID"); on the root frame and
something probably quite simple. fla that I need to add a mute/unmute button to. It would be even better if mute/unmute occured onmouseover, but no doubt this is a more complex question?
I am wondering how to make a mute and unmute button is actionscript 3.0. I did it before in actionscript 2.0 but not in 3.0. Here is my actionscript 2.0 code.
var sound = 1; var slashMC = _root.attachMovie("slash","slash01",99); slash01._visible = false; slashMC._y = btn._y; slashMC._x = btn._x;
I have an flv embedded onto my timeline (it's short, the only video to be played and has an animation synced up to it) but now I need to mute/unmute it. Is this even possible with the video being embedded? If so, how?
I just joined today to look for a solution on how to mute a flash video when it starts/loaded and then unmute it anytime a user wishes. I've tried searching for "mute" but only discussions I see are how to make mute button etc. My mute button works flawlessly but some web ad banners nowadays require the flash video to be muted from the start and an unmute button be available.
I have just installed Flash Professional CS5. I have set up a short 3 second Flash .swf file and incorporated it into my website using Dreamweaver CS5. The Flash file has a background sound file and the Flash program loops. I see how to set up a mute button and have done that, yet when the file loops the sound begins again. I have looked through the many tutorials and forums and simply cannot find out how to set up the button so that when the "Mute Sound" button is clicked the sound stops even after the file loops. I am guessing it might have something to do with setting up my timelines, yet I have played around with that and did not get anywhere.
I've downloaded the the Flash mp3 Player. I did some minor modifications to it and it works well. The only problem I have is that when the mute button is pressed, the current song is mute(s.setVolume(0)), but when the next song comes up, the mute button is not in mute state(Volume not set to 0). I want to keep the mute state unchanged when the songs are playing untill the mute button is pressed again.
I wrote something to capture sound from my microphone. I can visualise the sound data with SoundMixer.computeSpectrum.is there a way to mute the sound and still get sound data from SoundMixer.computeSpectrum?Now I have this:
sc=son.play(); var t:SoundTransform = new SoundTransform(0, 0); sc.soundTransform = t;
but I do not get any data. if I pump up the volume, data comes through again(I need to mute it because it will echo otherwise).
I'm working with the FLVPlayback component but the mute functionality is a bit of a black box to me and it seems Macromedia has forgotten to mention anything about it in the help files.I'm trying to mute a playing movie with actionscript. The closest I got is using myFLVplayback.volume = 0. However volume 0 is not the same as mute and pressing the mute controller will do nothing and leave the volume at 0.I can use the volume slider but I can't stand not knowing how to mute the sound through actionscript.
i'm trying to pause and/or mute a sound, with little success.i've found out that something like 'sound.play(pausePosition)' might fail on sound-clips with low sampling-rate.however when i try to mute a sound with a 48000Khz sampling rate it simply won't work.
i've tried both -
soundChannel.SoundTransform.volume = 0 - and - SoundMixer.SoundTransform.volume = 0
however both won't mute the sound and when traced return 1.
Is it possible to mute sound coming from a MC? as i have a music player inside a MC called musicBar thats on the stage, and just want to mute the sound of the music on a button press, but not any other sounds.What would be the code for this? i'm pretty bad with AS3 so i'd probably need the code pasted...Or i can attach the AS for the music player (the AS is located inside the musicBar MC) and someone call have a look at it? The player has volume control and mute, so the code for it could be used for another button,
I have some sounds in movie clips, this is because that is the only way to be able to select SYNC Stream mode (to keep the movie in sync with the narration). Thus I don't want to use Sound Objects because they can get out of sync...
Is there any way to control volume (so I can mute) with out using Sound Objects ?
I want to add a mute / unmute button for sound that must remain synced to my animation. It sounds like a pretty straightforward task and I'm embarased that THIS is where I've gotten stuck while I've gotten through some stuff I thought would be way harder on my own. The reason this is a problem is because in considering 2 approaches I've run into a wall. I'll gladly accept any advice to circumvent the roadblock either way.
Approach 1 is to add the sound to the library, drop it in the timeline as a stream and build my animation to match. That works just fine, but I can't find an instance name for the sound to run a setVolume function against (not even sure if it would be that simple, but without an instance name, I can't move any further forward; I tried labeling the first frame of the sound layer 'narration' and trying refernces like timeline.narration, timeline, narration, and so on, but no joy).
Approach 2 is to import the sound using URLRequest, instantiating the sound and setting the volume against that instance. Works like a charm but the sound drifts out of sync with the animation (that was synced perfectly when it was in the timeline). This is my less appealing option because I'm using nav buttons taking me to various frames and the sound (which used to pick up at the right frame when it was in the timeline) just plays on without regard to the point in the animation. It's not a surprise to me that this happens, but if I were to do this I'd need to write code into my nav buttons to pick up the right spot in the sound instance and I'm not sure how to do that.
I am using the following code to mute sound in a flash file - basically turning the volume to 0 or 1.It works fine until I go to a different scene. Once I load a new scene the button no longer works.
but it is also muting the audio for the flvplayer component. how can i tweek the above script to keep flv component at 100? is it posiible? i have tried a few things now (including local sounds) but it just kills all sounds!!! if it makes it easier all the sounds that i want to mute/unmute are linked from the library with the name "explosion_a" "explosion_b" etc... is there a way of just changing the volume for just the explosion refs and leave the other sounds playing?
Situation: I have a project I'm working on where I have buttons which make click sounds on their own, and also take you to other scenes where a sound will immediately play. There are also three movieclips involved, total my base movieclip and two independent ones that load on top of that. Problem: I want to include a Mute button so that you can turn off all sounds, but can't figure out how to do that..As I understand it, stopAllSounds won't work for me, because as soon as someone hits another button, a new sound will play.