ActionScript 3.0 :: Play And Mute MovieClip In Timeline - Error In Output Panel
Jan 14, 2010
I have a play and mute/unmute MC in a timeline instanced as "btn_playMute." The movie clip contains two frames. Each frame contains a button and some AS3. Here's the goal: When the flash loads, a video starts playing with the volume turned all the way down. This video continues, and loops when it gets to the end, ensuring that the volume is all the way down. I'm doing this as such:
HTML Code:
import fl.video.VideoEvent;
videoPlayer.volume = 0;
videoPlayer.source = "dieSort.f4v";
videoPlayer.addEventListener(VideoEvent.COMPLETE,rewindAndMute);
function rewindAndMute(videoEventObject:VideoEvent):void {
[Code] .....
The problem is that when I click the button the first time, which restarts the video with the volume up, I get the following error in the Output panel:
HTML Code:
Play Button Clicked
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Semigen_fla::btn_playMute_1/frame2()[Semigen_fla.btn_playMute_1::frame2:3]
at flash.display::MovieClip/gotoAndStop()
at Semigen_fla::btn_playMute_1/playHandler()[Semigen_fla.btn_playMute_1::frame1:9]
Any reason why my control MC is not changing states properly from "rewind and unmute" to "mute"?
Does anyone knows of a way to get the output panel in flash or the console panel in flex builder or flash builder, to format the "traces" with html or any thing else? for example:
trace( <b>brett</b> ); and to get that to appear in bold in the console window or the output window?
I just downloaded Flash CS5 for mac which installed without any errors. However, when I first launched the software I am getting the following error: The following panel layout is missing or could not be read: /users/rob/Library/Application Support/Adobe/Flash CS5.5/en_US/Configuration/Workspace/Essentials.xml The application will not have a correct layout. load one from Windows ->Workspace Once past this message none of the panels load.
I've never had this happen before and it's stumped me...yesterday the output panel stopped outputting traces ie. 'trace("hello"); is not working! The Omit Traces in teh Publish Settings is not ticked...I'm wondering whether i have accidentally pushed a short cut key which stops this functioning?
If there's a way to disable the Output panel in Flash? I've tried turning off most of the Warnings section in the prefs, but apparently that doesn't affect the Output panel.
in CS5 (ancd CS3-4) how do I stop the "Output" panel from showing up automatically each time I test the movie using the Command+Enter keys? I know I have an error but it's a network error which does not effect my clip.
i am using FlashDevelop and i have created 2 very simple classes, [code]When i create an instance of the Vehicle class in my VehicleOnly.as file and send the values to my constructor, and run the appplication, it does not show any output to my Output panel.[code]
When I trace something in flashcs5, font size in the output panel is very big. Is there somewhere where I can set preferences for this panel? In other version of flash it was a lot smaller and readable.
How to disable output panel while running app in background for debugging I use trace commands to keep track of what happens, but this is super annoying when trying to run the application in the background as the output window keep popping up thus obscuring everything else on the screen. Is there a way to prevent the output from popping up like that?
How to disable output panel while running app in background
for debugging I use trace commands to keep track of what happens, but this is super annoying when trying to run the application in the background as the output window keeps popping up thus obscuring everything else on the screen. Is there a way to prevent the output from popping up like that? Some setting in the publish menu or other?
Lets say i want to have a communication console for my game user, to communicate to them what is happeiong in terms of their game, particularly, anything that i have traced in my code? is it possible to have these traces output as dynamic text that opens up in another window, adjacent and smaller to the swf that has the game?
I am trying to save information that I have displaying in my output panel to a .txt fille. I have tried this tutorial here: [URL] but it is not working for me.
I have the output panel displaying information such as:
PHP Code:
[URL]
I need to somehow save this information to a text file so I can forward it onto my email. Or if anyone knows a way to forward information from the output panel to your email
I'm just beginning to learn AS3 and I've been reading Colin Moock's Essential ActionScript 3.0.(I've been doing some exercises on how to randomly choose elements from arrays). All of the book's example codes that I've tried so far (in FLASH CS5) seem to work pretty well. But I'm having a bit of problem with the example code below which is found in chapter 11 (Arrays):
var row1:Array = [6, 2.99]; // Quantity 6, Price 2.99 var row2:Array = [4, 9.99]; // Quantity 4, Price 9.99 var row3:Array = [1, 59.99]; // Quantity 1, Price 59.99[code]....
When I test the movie the output panel displays NaN instead of 117.89.
Scenario: Click on button and timeline animation plays (the animation is a panel that rotates from the back to the front) Error: Scene 1, Layer 'actions', Frame 1, Line 11 1061: Call to a possibly undefined method play through a reference with static type Function. What does this error mean and what code needs to be added to fix it?
Code: Select allimport flash.events.MouseEvent; bullet_btn.addEventListener(MouseEvent.CLICK, bullet); function bullet(event:MouseEvent) :void { spinbul_pt_1.play(); } function spinbul_pt_1(){ bul_pt_1_MC.play(); }
I need to have the ability to spin or rotate an object such as a globe. I have 2 rollover mc's that spin the globe but I am having trouble getting it to loop on the backwards spin. Right now I have it acivating the mc to play fowarding in its timeline then loop but what is the best way to get it to go in reverse. My .fla can be found here [URL].
I've created a movie clip with an animation on it's own timeline 30 frames long. When I press 'Enter' while inside the movieclip the animation plays ok.On the main timeline, I have one layer 30 frames long with the movieclip symbol placed on frame one. If I press 'Enter' the main timeline play head moves to frame 30 but the movieclip animation does not play on the stage. If I press 'Ctrl + Enter' or publish to swf then the animation plays ok but I can't setup the stage how I want it without the animation playing on the stage. Do I need to just change a viewing setting (tick box in preferences) or is this related to AS3 or new CS4 inner workings?
I have a movieclip on the stage that plays with a stop action at the end (within the movie clip). The thing is I have a stop action at the end of the movieclip so it doesnt replay instantly, I would like the movieclip to replay after a random time prefferbly 10 seconds after playing.
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 currently have several photos that rotate in an out and i also have a music clip which plays when i test the movie. i want to add a mute button from the components tab onto a timeline. Not sure how difficult this is for a novice, but I would like to try and figure it out. Most of the tutorial i've looked at tell you how to create the button and link it to the music. I haven't come across anything that tells you how to embed it into a timeline.
I am developing a flash web site using ACTIONSCRIPT 3. There is a menu of small icons that, when one of them is clicked, the program loads the correspondent SWF into a loader and then presents it in a "virtual screen" ( a rectangular area ) in the web page. The problem is that some of these child SWFs have an embedded background sound and I DO NOT KNOW how to mute them from the main SWF when a user decides to do so by clicking a "mute" button.
Each SWF embedded sound has its own layer in its timeline and is set as Sync: Event, Repeat:1.
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.
I have some background music playing on my website and when I click to play one of my FLV on the site I want to background music to mute. Also when the FLV is finish (complete) the background music back on.
how to do this, I'm a little rustly on this but know it is easy to do, seen it done many many times?
I am currently in the middle of making a "sniping" flash game. In the first level there are a series of moving targets which are also movie clips. Inside the movie clip there is a 7 frame animation of the target exploding. Inside that is a tween of the target moving up and down. And inside that there is a plain old button.
What I want to happen is when you click on the moving target it explodes and brings you to a new frame of the main timeline. (ex. Main Timeline frame #27) But I'm pretty sure it thinks I was to play the seven frame animation of it exploding and then go to frame 27 inside the movie clip, rather then frame 27 on the main timeline.
Here's what my AS looks like on the target (ActionScript 2.0 is what I'm using.)
on (press) { play(); } on (release){ gotoAndStop(27)}
So how do I make it explode and then take me to frame 27 on the main timeline?
I have a file to which I do not have the source - a flash header with an obnoxious sound intro and I need to mute all sounds. Without the source I am limited as to what I can do. I have some as3 code that I am using to try and load the swf into and mute(building in FlashDevelop). Here is the code in question:
This code above still plays the audio and the original swf is not being displayed. So, my questions are: How would I mute the external audio? How would I display the external swf just as it does when viewing it directly?