ActionScript 3.0 :: Play / Pause Sound Channel?

Jan 8, 2010

The pause button in my MP3 player resets the track to the beginning, there is something wrong with my sound channel because when i trace the position it is always zero.[code]...

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ActionScript 3.0 :: Flash - Add A Play/pause Btn That Will Pause Both Pictures And Sound?

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I have a timeline of 30 frames, each it's own mc (page01_mc, etc.). In each mc I show a picture or two and hear narration.I have a first, prev and next nav on the main timeline. I need to add a play/pause btn that will pause both pictures and sound. I assume I do that in each mc, but do not know where to find the code.Here is what is in each mc now:

var mySound:Sound = new Sound();
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How to add both pause and play sound button in a single button.. on play it shows the image pause and on pause it shows the image play.

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Anyway, you see that the sound is on a seperate layer, with gotoandplay(1); or w/e on the end... so it indefinetely loops if left to it's own devices.

Now the actions for the play arrow button are:


Techincally, as to my VERY BASIC A/S knowledge, this should work right? I also tried instead of "on (release)" I tried "onClipEvent (mouseUp)"

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ActionScript 2.0 :: Play And Pause Sound Buttons?

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you see that the sound is on a seperate layer, with gotoandplay(1); or w/e on the end... so it indefinetely loops if left to it's own devices.Now the actions for the play arrow button are:

on (release) {

and the actions for the stop square button are:

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Techincally, as to my VERY BASIC A/S knowledge, this should work right? I also tried instead of "on (release)" I tried "onClipEvent (mouseUp)"but that didn't work either?

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I have a Sound that is playing in the background of my movie, I am using Tweenlite to tween the volume of the sound at various point along the timeline.Now I have been asked to ad a pause button, which I have implimented and works(pauses the sound at the pausePoint), but when I resume the animation the sound I have no sound.I think my problem has to do with Tweenlight not updating the current soundvolume as when I trace the soundransform volume value it is 0 ?

ActionScript Code:
var myIntroloopTransform:SoundTransform = new SoundTransform(0);
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ActionScript 2.0 :: Play And Pause MovieClip With Sound Effect

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I have a movieclip. And I try pause n play together with sound. But I can't do it. This my code in one frame just play pause movie clip without sound..

MC_play.onRelease = function(){;;
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i'm habing abit of problem with this code, its supposed to play pause and stop, the problem being that when i press stop then play it only plays from the last pause and not the beggining how to get it to play from the start after the stop button is pressed


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ActionScript 3.0 :: Sound Channel - Sound Doesn't Work?

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The code seems OK but I can't hear the sound. I have it in the fla/swf and exported etc... I suppose something in this code is wrong. Haven't coded for ages - bit rusty I'm afraid.


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I am really close I can feel it. I am doing something stupid I know. I have a file where one button simply controls stop and play of a looping audio stream. (by overlapping the buttons and making them visible or invisible depending on buttonClick) I have it where it does work for stop/start but I really need to to Play/Resume.


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ActionScript Code:
public class SoundEffect extends Sound {
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I have made a little mashup mixing maps, translate api and flickr. I get the directions from my map and make mp3 files on the fly to play them at the same time but they only play in firefox and for the rest of the browsers I only get my first sound channel with background music. can't figure out why.


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ActionScript 3.0 :: Sound Channel Won't Construct If Speakers Are Not Present

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I built an application on Windows XP and Vista. And it seems that the sound channel constructor decides not to run with no speakers attached. Runs fine when headphones are plugged in, but when no speaker device is present the Sound object is constructed, but the Sound Channel never seems to make it.

I did some testing and even the most basic Sound Constructor fails to create the default sound channel if there are no speakers connected.

In the following example channel turns up as null if no speakers are present on a Windows machine. I/O Error doesn't throw anything for me either.

This is a modified version of the example from the Adobe Docs:

private var channel:SoundChannel;
public function sound_test(){
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Actionscript 3.0 :: Sound Channel Won't Construct When Speakers Are Not Present

Aug 26, 2009

I built an application on Windows XP and Vista. And it seems that the sound channel constructor decides not to run with no speakers attached. Runs fine when headphones are plugged in, but when no speaker device is present the Sound object is constructed, but the Sound Channel never seems to make it.

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I have several products I want to animate with graphics and text individualy then stack them on a time line for output with play and pause buttons. Is there a tutorial somwhere that shows you how to do this? and how do I stop the entire animation on a frame, I don't understand "not_set_yet"

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I have read i trust that I can find the help I need, as many of the members seem very knowledgeable about problem pertains to Flash MX and pausing .mp3 files I have loaded externally.

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It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with + writeFloat.

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ActionScript 2.0 :: Pause Button For Many Sound?

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i am having a problem in creating a plause, play button.The problem now is the button just can pause 1 sound.i have many sound at timeline and it will play 1 by 1.

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mySound = new Sound();


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I have a couple of buttons that start and stop sound, and I understand how to use a timer so that I can pause sound also. What I want to do, however, is have a sound play as it enters a particular frame and then stop upon entering another frame. As a means towards getting this to work, I experimented with a button that starts a sound on frame 1 and then a second button which stops it on frame 2. This works great as long as both buttons are present on the frame where the AS is introduced (which seems inconvenient as one has to be placed off screen, but whatever...).

When I switch around the name of the functions called upon by the eventListeners though, so stopSound is on frame 1 and startSound is on frame two, it plays when it gets to frame 2, but won't stop when it goes back to 1. I seem to not be getting the principle somehow, because if the functions are play on 1 and stop on 2, I can go back and forth endlessly. How can the order make such a difference? How can I get around this? How can I design an MC to have a sound associated with it so when the playback goes to the frame it is on, it will play, and then how to stop it later on?

Here's the very simple code I'm working with:
var soundReq:URLRequest = new URLRequest("TheCattleCall.mp3");
var sound:Sound = new Sound();
var soundControl:SoundChannel = new SoundChannel();
[Code] .....

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ActionScript 3.0 :: Pause Sound In External SWF

Oct 11, 2010

I have created a Flash container movie (mainContainer.swf) that cycles through an array loading in several external swf files (animation1.swf, animation2.swf, animation3.swf, etc.). Once the user clicks the next button, the next swf is loaded, and so on...

What I need to be able to do, is to control the sound of the external swf files from the main container. Specifically, I need to be able to pause and play/resume the sound of the external swfs, but not quite sure how to access the external swf's soundChannel from the main container swf. My client recently wanted to add in a "pause" feature, and while I have been able to pause the external swf's animation, I cannot target the external swf's sound - it just continues playing while external animation is paused.

I can successfully pause/resume the sound (song.mp3) if the soundChannel is defined from within the same swf (using code below); however, I cannot seem to figure out how to communicate between the parent and child swf, if the parent is requesting the pause action, and the child swf is the one that loads in the song.


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ActionScript 3.0 :: Pause And/or Mute A Sound?

Sep 2, 2008

i'm trying to pause and/or mute a sound, with little success.i've found out that something like '' 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.

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Professional :: How To Pause A Sound Clip

Jul 26, 2010

I have the basics down to create a play and stop button and add the actionscript 3 code to play and stop, and this works good, but I really want to be able to pause the clip and resume from the paused spot.Here is the basics...two layers..."AS3" for the scripts, "Buttons" for the buttons.two buttons named "playbtn" and "stopbtn".One frame for eachIn the Scripts frame, the code is:

var loadSnd:URLRequest = new URLRequest("bim1.mp3");var thisSnd:Sound = new Sound();thisSnd.load(loadSnd);
var sndTrans:SoundChannel = new SoundChannel();


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