ActionScript 3.0 :: Overlapping Sounds - Boolean Does Not Work
Nov 5, 2010
I want to trigger a sound from my Library (linkage is: INM_Alarm). I have a problem with the code below. When I click the button a second time the sound should stop, but I get an error like this:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at M_fla::MainTimeline/alarmFunction()[M_fla.MainTimeline::frame1:48]
Code:
alarm_btn.addEventListener(MouseEvent.CLICK, alarmFunction);
var sndAlarm:SoundChannel;
var alarmPlaying:Boolean = true;
function alarmFunction(evt:MouseEvent):void{
if(alarmPlaying){
var sndAlarm:INM_Alarm= new INM_Alarm();
sndAlarm.play();
[Code] ......
I am trying to simply have it so that when you put your mouse over the little blue guy, the sound repeats faster but does NOT overlap, infact, I don't want the sound to overlap at all. Also I want it so the sound stops playing on the next scene.
I've been playing with the dynamic audio library standingwave 3. Almost the first thing one notices is that if one tries out the code samples in the developer's guide, namely this code:
[code]...
then one gets a really unpleasant sound and trace messages that read "AUDIO CLIPPING". The developer explains in one of the issue reports on github that you need to reduce the gain of samples when you mix them together to avoid this, and that there's no easy way to know dynamically how much reduction is needed.My question is, how is it that stangingwave2 seems to have dealt with this automatically? For instance, the code quoted above did not clip in SW2. Likewise consider this SW2 example demo - if you increase the sustain and hold (the S/H sliders) and press one of the sequence buttons, multiple tones will overlap without clipping, even though the source doesn't show any apparent sign of changing the gain or the volume of the sin tones, they just get mixed together.What's going on here - did SW2 have some way of dealing with this automagically, or is there some robust way of generally overlaying arbitrary numbers of sounds dynamically without causing clipping?
I am using an xml based slide navigation shell that uses next and back buttons to page through content.
If I use SWFs with embedded audio (which I need to do sometimes) the audio will overlap after I leave the slide, SoundMixer.stopAll() is not doing the trick. I think removeChild may be the direction I need, but I'm not sure how to implement so far.
is there a way to play sounds one after another avoiding overlapping without using the SOUND_COMPLETE event by SoundChannel? I have a few sounds to be played in order and using SOUND_COMPLETE would take me to add to many listeners.
I've been trying to get sounds to work in AS3 I've been importing them and applying Linkage as you do but for some reason they haven't been playing, or only one plays when called.[code]
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
Is there a better way to do use a use a boolean with visible? I'm setting up animations that have conditions for visibility, and I don't want to use something that performs poorly. This animation blinks 30 times and stops. It works without error, but takes a moment to load. I would like to learn other ways of using visibility with conditionals.
This is what I used 'waits before playing' if(condition=5){ box.visible = !box.visible; This works fine 'no pause' if(condition<6){ box.visible = !box.visible; [Code] .....
ok so i am trying to change a boolean with a keyboard event
my code is this:
Code: stage.addEventListener(KeyboardEvent.KEY_UP, keyPressed); function keyPressed(evt:KeyboardEvent):void { if (evt.keyCode==Keyboard.SPACE) { if (!gamePaused) {
Been trying to get a flash map to zoom in and out but I can't seem to get it working, it'll zoom in fine, but not zoom out.I'm zooming into a particular area of a map (Uganda in this example) with a function for a button, I'm using a boolean value to check if I am zoomed in and it registers whether it's true or false (checking with a dynamic textbox). [code]
having an issue with a variable set. It is set as a string to default "no" on the very first frame of my movie, as follows:
var myaccess:String; myaccess="no";
Within my movie, there is an object. When this object is pressed, it is to change the _root.myaccess="yes"; I am tracing the variable within the movie clip and it shows me: I do not understand why it is changing my string definitition from "no" to false. Because of this, my variable does not seem to change to "yes' on object (button) pressed.
I'm using the following array to storing multiple variables for similar movieclips: public var ballPlaced:Array = new Array(false, false, false); ....however, its not storing the boolean value properly in the array? I'm using the following code in the ZoneFill and ZoneEmpty to assign it a value of true or false, e.g;
For instance, what if I had an object, say obj1, and I didn't just want to say, "Hey, is obj2 touching obj1?" But I wanted to say, "Is there any object touching obj1? Which object is it?" If there are lots of objects and you just want to know which object is touching object 1 without asking about every single possible object on the stage
if (DeviceDisplay.IsSpeedAvailable == false){ DeviceDisplay.IsSpeedAvailable = true; }
or
DeviceDisplay.IsSpeedAvailable = true;
I thought I saw that flex/as3 does an internal check on booleans before they are assigned to make sure you are re-assigning stuff but I can't find it to confirm.
Currently I have a rotating globe with 2 buttons. when i click on "right" button, it will go to next frame. when i click on "left button", it will go to prev frame. I have no problem making it rotating fully.
But now I'm trying to make the globe rotate itself when I mouse over the button. And globe will stop when I mouse out.
Basically I have an XML doc with certain tags that contain true or false. Flash returns these as strings, even if I specificy the tag as a boolean. I've tried everything I know.
I've been trying to get a flash map to zoom in and out but I can't seem to get it working, it'll zoom in fine, but not zoom out I'm zooming into a particular area of a map (Uganda in this example) with a function for a button, I'm using a boolean value to check if I am zoomed in and it registers whether it's true or false (checking with a dynamic textbox). [code]
I have an AS3 program that is loading an external XML file. I seem to be having a problem setting Boolean values from the nodes with true or false in them. When I set a Boolean var from a node in the XML it always traces as true. When I trace out all of the XML I can see that those nodes do indeed say false, but the trace shows true. I don't seem to have this problem with uint and String, only Boolean.
I have four possible directions on a grid (right, left, up, down) and I've already determined how to make a Boolean array to determine which positions are possible, returning something like (true, true, false, true). What I'm trying to figure out now is how to randomly choose one of these without choosing a false one. I've tried several permutations of If and While to no avail.
This is the closest I've gotten:
var rOrient:int = Math.floor(Math.random()*orientArray.length); var orientDecider:int = 4; while (orientDecider >=3) {
[Code].....
but the problem is, that by splicing the Falses from my Array, I can no longer match up the index number to (Right, Left, Up, Down).
I have started my movie with the var "nowPlaying" to be true because "mySuper_mc" will be playing at start. I have then created a Timer function that will tell the "mySuper_mc" to stop playing after given amount of time and to also set "nowPlaying" variable to false, however the setting the variable to false doesn't seem to work. I can mouse over in the begging of the movie before the timer has stopped it and will still get the trace statement that "The Movie Is Stopped"
PHP Code:
stop(); var stopTime:Timer = new Timer(500); var nowPlaying:Boolean = true;
I would like to toggle my boolean value when I click my button. My boolean var looks like this: var playAllOn:Boolean = false; Then I have a button that calls a function to set the playAllOn to the boolean value it currently is not. So, if for example if playAllOn is false, I would like to call:
[Code]....
I know I could do this with an ifStatement in the myToggleBtn.onRelease, but am wondering if there is a better more efficient way to write this. Something like setPlayAllBtn(!= playAllOn); <!-- Obviously that one does not work...
I made this movie in actionscript 2 and it needs a trigger. I have a counter, an integer called totalcount, and when that totalcount reaches 9, the program should jump to another scene.So I tried to put following code into the main timeline:
if (totalcount == 9) { gotoAndPlay.... }
But even though I put a dynamic textbox on the stage with variable name totalcount, it works but it is never triggered.