ActionScript 3.0 :: Pausing And Resuming A Sound Loop?
Dec 3, 2010
So my program starts playing and my background music starts to play and loops...
Actionscript Code:
mySoundChannel = mySound.play(0, int.MAX_VALUE);
but i'd like to be able to pause the background music and then continue looping. this is what i'm doing now after i've stopped the song and acquired it's current position, and am ready to play again...
Actionscript Code:
mySoundChannel = mySound.play(resumePosition, int.MAX_VALUE);
problem is that when it loops, it loops back to the resumePosition (as expected since that's when we told it to start playing from). so how to i resume AND loop starting over at the beginning of the song?
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Similar Posts:
Mar 26, 2010
I haven't found this one yet, plenty about pausing sound, but I have sound loaded into a movie clip so:
Code:
Intro1 = new Sound (soundLoader);
Intro1.loadSound("SndIntro1.mp3", true);
I'd like to get a pause button to stop the animation, get the position of the sound, stop it also, and then clicking the play button will start the animation, and also the sound from the same position it was stopped (in other words resume the sound). Here's my script for the pause button, it's stopping the animation, but still not the sound:
Code:
on (release) {
pauseTime = Intro1_sound.position;
Intro1_sound.stop();
stop();
}
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Sep 14, 2010
I'm having problems with pausing and resuming a background sound on one button. I tried some examples from kennybellew.com tutorials, but it just wont work for me.I have done some button work before (toggling, turning layers on/off etc.), i just never had to deal with sound.
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Aug 10, 2009
I've been making a short movie. It contains some tweens (both shape and motion). I want the movie to automaticly pause at a specific moment (which bisects multiple tweens) and for a button to appear to contine the movie
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Jul 5, 2009
I've been making a short movie. It contains some tweens (both shape and motion). I want the movie to automaticly pause at a specific moment (which bisects multiple tweens) and for a button to appear to contine the movie. I am completly new to flash and will have to have everything spoon fed to me.
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Dec 4, 2009
I have some trouble with pausing and then resuming sounds in as3.
[Code]....
Pausing goes fine, however when I resume the song again, the sound starts playing a few seconds before I actually paused (so parts of the sound repeats itself). This is really annoying.
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Jan 15, 2010
I am working on a Flash movie that contains sound. I am using the stop ALL sounds to turn off the sound but I am having trouble finding code for Actionscript to resume or even replay the music without interrupting the movie.
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Jan 12, 2004
my problem pertains to Flash MX and pausing .mp3 files I have loaded externally. I have searched this forum, but every useful thread i found references [URL] but that page gives me and http 500 internal server error... ie the site is down.
but my problem is that I need to know if there is a reletively simple (or actually any at all) way to pause a song through a button that i have externally loaded... this is my code so far:
[AS]
Song = new array("tonight.mp3", "when in doubt.mp3", "hey now.mp3");
bgSound = new Sound(this);
bgSound.loadSound(Song[Math.floor(Math.random()*3)], true);
bgSound.start();
[code]...
It looks a little complicated because i have a volume slider in there, as well as loading songs randomly... but what i need to know is how to get the stopB button to pause the song... and the playB button to resume it... right now stopB just stops the song... and playB loads a new one randomly.
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Feb 29, 2004
i am making a music player in flashmx but i don't know how to pause the mp3.
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Nov 30, 2009
I'm working on a script and I've run into a coder's writing block so-to-speak. I have an array of twenty object (with attributes). I want to loop through the array and for each object, update some text fields, create a tween, pause, and create another tween (i.e. fade in / fade out). I tried working with the timer class but the for loop, as expected, keeps on rollin' after the function has been called by the listener.
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Aug 29, 2005
Can you pause both animation and sound? I know you can do
on(release){
stop();
stopAllSounds();
}
but you can't start the sounds again after that at the place they were at, like a soundtrack. What is the actionscript (if it exists) for a pause and play buttons that also pause and play the sounds?Imported movies pause sound with stop();, do i have to export an swf with like just the soundfile and put that in? Cause i think that would work but sounds like too much trouble.
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Oct 15, 2009
I'm trying to pause and resume play a background sound loop and tweens with the same button
The animation pauses and resumes fine. But when the music resumes, it gets cut-off early, and it doesn't loop anymore.
The code is as follows:
[code]...
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Jun 3, 2007
I have a thumbnail gallery and i want each thumbnail to appear 1 by 1 rather than appear all at once.At the moment i have a for loop that creates each of the thumbnails.
[Code]...
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Apr 18, 2010
I am making a set of image galleries which will have looping background music. What are your opinions about the recommended method to bring music in? I am happy with the attachSound and loadSound methods, but wondered whether attaching a soundtrack.swf using loadMovieNum would be better. If so, I only know how to stop and start the music, not pause it and restart where it left off, which is important if I add a narration. Sound Objects seem more versatile because they let you use "position/1000", but from what I have found on the forums I have searched through, I may have to load the swf into a Movieclip or perhaps use _level somewhow?
Here is the code, which works well, but does not "pause" the music, it just stops and starts at the beginning. Code is in the root timeline of my soundControls_mc (play/pause button).
[Flash 8 - AS2]
loadMovieNum("includes/number10.swf", 100);
soundOn = true;
this.onRelease = function() {
if (soundOn == true) {
unloadMovieNum(100);
[Code] .....
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Jul 9, 2010
I have an issue with an animation/movie thingy i am making
When the user for example, Switches a tab in firefox or something. The sound on the video will continue to play, but the animation will pause. Leading the animation to become out of sync with the sound.
Is there a way to make the animation continue playing even if the tab has been changed??
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May 22, 2009
I wanted to have this Zombie Penguin enemy use a walk sound (it would be odd if he moved and was silent) but because it is initializing the whole world, simply coding the sound into his animation state won't work because it will play the sound for every existing Zombie Penguin in the world, not just the one on the screen.
Now I've tried to get around this problem by using a SoundManager class [URL] to load and play/pause the sound when necessary. I've got this working by placing a movieclip above the world and hittesting everything and when it finds a Zombie Penguin activates the SFX. If it finds the enemy and you leave the room or kill the enemy (basically any way it is removed from the screen) it will pause the sound (not stop) and then unpause if you go back/find another instance of that enemy.
The problem is, though, that if I STUN the enemy (not kill it) it plays it's dizzy animation (which consists of hit sitting down with stars spinning around it's head) the walking SFX continues to play as the enemy is still on the screen.Now in the Zombie Penguins .as file it has a boolean that for being stunned or not (bStunned), and a function (public function getZPStun():Boolean -- returns bStunned). this bStunned boolean is set to a default of false.I figure that I just have to reference that somewhere in the following code, but I'm not sure where. The Zombie Penguin's .as is ZPEnemy, so I'm calling it like so:
ZPEnemy.getInstance().getZPStun()
I've tried calling it as part of an if statement a in a number of placesin hopes that calling it will relate the current state of the bStunned boolean, but I can't seem to get it to work.
Code:
var bNotPenguin = true;
for(var i = 0; i<this.numChildren; i++) //** Sound Manager Coding (May 15)
{
[code]....
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Dec 10, 2010
I have this slideshow that I'm so close to having completed, but there's one issue I'm having with it not resuming after certain buttons are used. I've tried to figure out what could be causing this but I just can't see what it could be. I feel I'm so very close to having this completed if it weren't for this one issue.
In the slideshow buttons '1' and '2' work perfectly, however buttons '3' to '6' are not working completely as they should. During the slideshow, as it plays through the slides if you click on button '1' or '2' you are taken to the corresponding slide and then the slideshow automatically resumes, which is correct. However, if you click on any of buttons '3' to '6' you are still taken to the corresponding slide, but the slideshow does not resume and stays on that particular slide. I've looked over the Action Script 3 code several times and I just don't see what could be causing this but I'm not too experienced so there could be some error, no matter how minor, that I am missing.
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Dec 27, 2010
basically, what am doing is that am running a flash file (playing music) in the background of the app using webview, and when I want to stop the music , I just load "about:blank".I want to keep the flash file running (music) when my app gets paused (which works fine so far) the problem is when the app resumes, pressing on pause button launches a new webview instead of changing the link in the previous one and the sound doesn't stop.the only solution I found was to kill the process and restart the app, but that's not practical, any idea of how to still be able to use the same webview when resuming the app ?
Update: guess I wasn't clear enough, I have a webview widget stated as "gone" , I only need the audio form the flash file I'm running in the webview so the "play" button loads a URL that contains the flash file (so the user only hears music, and doesn't notice that I'm using a webview), when I press the back/home button the music doesn't stop (I like it that way) but when I go back and press on play again it loads another url in a new page, you get double music
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Jun 21, 2006
pause the execution of my code for a set amount of time before resuming?
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Jun 8, 2008
I'm using this code to play/stop a sound in my flash movie, but I can't figure out how to make it loop. What do I need to do?[code]
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Apr 30, 2009
I have CS4 but saving doc as CS3 so I hope I am in the right forum. I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work. here it is:
//Load Streaming mp3 behavior if(_global.Behaviors == null)_global.Behaviors = {}; if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {}; if(typeof this.createEmptyMovieClip == 'undefined'){ this._parent.createEmptyMovieClip('BS_figaro',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) ); _global.Behaviors.Sound.figaro = new Sound(this._parent.BS_figaro);
[code]....
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Jan 14, 2010
How can I loop a sound without the gap? If i try
ActionScript Code:
play(song, 100);
it will have a gap everytime it loops, how can i fix that?
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Jan 5, 2011
I have managed to get my sound playing from the library but would like to know what the simplest way to loop the sound in as3 would be, (using the smallest amount of code as possible preferably!)
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Apr 30, 2009
I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work.here it is:
//Load Streaming mp3 behavior
if(_global.Behaviors == null)_global.Behaviors = {};
if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {};
[code]......
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Dec 3, 2009
how to continuously loop a sound, but all I have seen is aSound.play(0,1000);Not really a continueous loop. I was looking at watching for one of the COMPLETE dispatches (from the Sound object, or from the SoundChannel object), then start the sound again. The only thing is would this not start another channel?
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Apr 28, 2010
How do I get this sound to loop?
"sonido1" - my mp3
Code:
stop();
import com.greensock.TweenMax;
import com.greensock.easing.*
function love() {
TweenMax.to(sonido1, 1, {volume:1, delay:0.5});
[Code] .....
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Apr 25, 2009
So, I downloaded a simple sound loop from Flash Kit.
I am building a Flash webiste and want the sound to loop once the movie loads. I have added a stop and play button to the movie in case the viewer doesn't want the sound on. I understand sound can be annoying.
I add the following code to the FRAME 1 of the movie. Everything works fine but when the loop finishes, it just stops. How do I get it to continue looping? Also, as I navigate to other sections of the movie.. I want it to continue playing and not restart when I go back to say "Home". Home starts at frame 1 as well.[code]...
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Jun 17, 2010
ok so im having an issue with Flash CS5.I have a sound looping, and my animation is only 13 frames long, while the song is like a minute long, so each time the animation loops threw the default "Loop Playback" a new sound audio is played which os overlapping the previous over and over causing a massive echo effect.Whats the best way to loop both of them insync, or atleast copy and paste the animations frames and make it the length of the song?
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Feb 27, 2008
I have created a button which plays an external MP3 file, but the first problem is it only plays once. What script do i have to add so the sound continually loops. Secondly, I have created a button which stops music, but I can't figure out the code which stops the MP3 file playing. I've tried backMusic.close();, but an error message is displayed as the sound is already loaded up.
Heres the ActionScript Code:
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
[Code] .....
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Feb 10, 2009
Is there some secret to attaching sound via a loop? I have had to hard code this and write it out 26 times.
Here's what I want:
ActionScript Code:
for(k=1;k<=26;k++)
{
[Code]....
I've tried it with _root, without, using a variable such as moji = eval("moji"+k) then moji.onPress, but nothing works. It just won't play the sound unless it's hard coded.
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