ActionScript 3.0 :: Play Random Sounds From An Array. Error:1007
Jun 30, 2011
So I've been messing around with some code to see if I can get a button to play a random sound from an array by using a function. However, I keep getting the error
TypeError: Error #1007: Instantiation attempted on a non-constructor.
at Untitled_fla::MainTimeline/ClickHandler()
What's I'm looking at doing is making a button that plays 1-20 different sounds at random each time the button is clicked (hit), and also have an image swap when that happens. A different sound and different image (the same 1 image per sound, not random images, just sounds "image1 goes with sound1").
I want to push a button, and play through the entire array one sound at a time. When the first sound stops, the second begins, etc. all the way until the last sound plays. When the last sound finishes, all sound should stop, and if you push the play button again, it should start over at the beginning, and play through all sounds again.
I'm thinking the SOUND_COMPLETE needs to be used... I'm just not sure how, hence the empty function. I only want to have to push play one time to hear the entire array in a sequence.
var count; var songList:Array = new Array("test1.mp3","test2.mp3","test3.mp3"); count = songList.length;
I have an image gallery with thumbnails and a previous button and next button. "nextPrevPosition:Number" starts out with the value of 0 and increases or decreases by 1 every-time the previous or next buttons are pressed. The thumbnails assign a value when those are pressed:
Quote:
private var nextPrevPosition:Number = 0; private var currentPort:MovieClip; private var POSITION:Array;
[Code].....
all works fine except when NextPrevPosition reaches the original value 0...and this is when I get the error message. It looks like the line "currentPort = new(POSITION[nextPrevPosition] as Class)(); is when it is happening.
After a couple of hours of looking into a weird 1007 error i give it up. I hope you guys can help me with the Error #1007: Instantiation attempted on a non-constructor error i have.The problem seems the creation of the laughing man icon instance.[URL]..
Im stuck with actionscript error, the error i got:- TypeError: Error #1007:Tried to create an instance in a no constructor. at Away3dScene/initObjects()
I have been working on resolving a TypeError: Error #1007: Instantiation attempted on a non-constructor in Flash CS 4 / AS 3.0 .I decompiled a file for a client because the original developer did not leave the .fla file.... so i am stuck with a bunch of weird syntax and playing guess ...Here is the Error message in its entirety :
TypeError: Error #1007: Instantiation attempted on a non-constructor. at VidPlayer::UtilMethods$/createTextFormat() at VidPlayer/loaderInit()
A background music looping in the back, that starts with the opening of the swf and never stops. I think I achieved that with this bit of code :import flash.media.Sound;
Finally I need to jump from frame to frame randomly to play various animations. For example :Project starts, background music starts playing, we hear random sounds played one after the other, while some animations can be seen on screen, playing in a random order.
I'm trying to use an array adapted from AS2 script to load random swfs called "koan_1.swf" or "koan_2.swf" etc into a "koan_loader_mc" on the stage. Each "koan_#.swf" has code in its last frame to both advance the "shuffle" array in the action script in the first frame of the stage and to load the next koan swf. The code below -- almost -- works, but....?
Frame on main stage:
// creates function called at the end of koan_#.swfs function shuffle(a:Array) { for (var ivar = a.length-1; ivar>=0; ivar--) {
I am building sort of a slideshow that features a counter. Everytime the countdown gets to 0 it should go to another frame RANDOMLY and start itself again. So far, I was successful at that using a Math function [i.e. gotoAndStop(Math.round(Math.random() * 5)+1);]. However, i needed the random function to include UNIQUE instances, so that it would not go twice to a same frame. Everywhere I looked for I was told that the way of doing that was creating an Array.
However, it all worked with the Math function and now that I have an array not only it doesnt work but I get a runtime error, an ArgumentError: Error #2109: Frame label 0,2,3,1 not found in scene Scene 1. It's like it cannot find the source of the randomiser function. How did this happen and, how can I make it work and still obtain a unique randomised order?
I have five different scenes all including three different buttons. When I test the buttons in "play scene" - all buttons sounds correctly in all scenes. But when I play movie, there is sound only with one button (the same button in every scene). I have looked for differences, but this button seem to have all the same parameters as the others.
im currently trying to make a game for a college project, im using flash professional 8, the game rquires a random sound to be played on a button click, but i have no idea how to do that? all my sounds have instant and libary names of sound_1, sound_2 ect and i currently have this actionscript in place on the button, the button is called play_sounds.
play_sounds.on(mouseDown) = function(){ var randNum = Math.ceil(Math.random() * 10); var mySound = new Sound();
I am definitely horrible at ActionScript'ing. So it's taking me a while to get anywhere.
I want to use a button to trigger random sounds (.wav & .mp3) from a folder. And is it possible to do this wihout taking into account the number of sounds in the folder (since there will be many and no set number). And is it possible to this without caking the file names into consideration?
I am currently working on an assignment that requires me to add sound to a mobile game. This is fairly straightforward in many ways but I wondered if there was any way that I could add multiple sounds to a single movie clip or action?
What I really want to do is to have say three or four different sounds for the sound of a spaceship exploding in the game to create variety and stop the gamer getting bored of the same sound every time they hit a spaceship.
I have several sounds, how can I play them one by one. When I just use play(), the sounds play simultaneously. I also tried to handle SOUND_COMPLETE event, but it doesn't work.
I have an AS2 .swf that I'm loading into an AS3 file. The AS2 .swf uses the old AS2 Sound Object, which of course works fine when I play the AS2 .swf directly, but when I load it into the AS3 file the sound stops working. Everything else in the AS2 .swf works fine. I'm loading the AS2 .swf with this:
Code: // Load AS2 .swf into AS3 holder var myMC = new Loader();
Now all of my sounds are playing at once! Each symbol has its own MP3 file in it (MP3 file names are the same as the symbol names for ease, so smokescene.mp3 goes with smokescene and etc.)
import flash.events.MouseEvent; // make the characters invisible birthdayscene.visible = false; dancescene.visible = false;
can somebody explain me this 32 sound channel limit, i am not sure i quite understand it..does this mean i cant play more than 32 sounds at once, or i cannot externally load more than 32 sounds (without actually playing more than 1 in any given time)?i am saying load because i am planning on preloading multiple sounds and have them ready for playback as soon as i want.
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?