ActionScript 3.0 :: Playing Sound According To User Input
Jul 5, 2010
I want to stop the sound according to user input. For example if an user enters in a Textfield 4.32 seconds, I want to pause the song exactly at 4.32 seconds ( 432000 milliseconds.) I created a timer handler, which will fire every 1 millisecond and traced the soundChannel.position property. The last 2 sound position is
4318.911564625851 ( 4.31 seconds );
4365.351473922902 (4.36 seconds);
But how to stop at 4.32 seconds for the user?
I was thinking that it may be possible to create a primitive, yet usable actionscript based text to speech system for Flash movies (One that is platform independent).
Is it possible to right a series of actionscript commands that would play a collection of certain sound files based on what word or words the user has entered?
For example:
If the user types "Red Pen"
Can actionscript tear apart those two words and play sound files "Arr", "ee", "Dee", "Pee", "ee" and "EN"?
If it is possible, and if someone could help me out on it, then I'll start figuring out what phonetic sounds I'll need to record and program, and see if I can't build a simple text to speech program for flash movies.I have no immediate commercial application for it, and I don't plan on one.So if I can pull it off it'll be free to everyone, source code and all. Of course, it may be in my voice, but it shouldn't be hard to take what I plan to do and use it as a template for anyone else's voice recordings.
I have some text that says go to page with a input textfield box and a go button. This is a flash cs4 file.I want to have the user input the page number and have it go to that frame.I am using actionscript 3.0 and have bought 4 books and researched online and still can't find what I am looking for.I can make the go button go to whatever page I want I just don't know how to get the information the user put in the box.
I have a sound clip that I'm loading externally into my flash file. The code I'm using looks like this and is placed in the as layer on the first frame,
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); var lastPosition:Number = 0; mySound.load(new URLRequest("introaudio.mp3")); myChannel = mySound.play(); [Code]....
I am creating a game that has 6 movieclips all on the main time line of the game. Each movie clip has three buttons that when clicked plays, pauses or stops a sound clip.When I press any of the sound clip play buttons that sound starts playing, the problem is when I click any of the other sound clip play buttons those sounds also start to play. Is there a way I can disable the other sound clip buttons while the current sound is playing then enable all of the buttons when the current sound has stopped.
This is the code that creates one of the sound objects
So I made a few buttons with sounds within them and when I publish it they work just fine. But what I want them to do is;
Say I click a Button.The sound starts playing.Then I click it again, before the sounds done playing.I want it to stop the playing sound and start playing the button I just clicked on, whether it be the same button, or a different one.Right now it just ends up sounds like an echo because it'll play it as many times as you click it.
I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:
var soundBytes:ByteArray = new ByteArray(); var mp3sound:Sound = Sound(new Sound1_design()); // this is the embedded sound mp3sound.extract(soundBytes, int.MAX_VALUE);
[Code]....
This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).
I am loading small sounds dynamically with the loadSound command. These small sounds are activated with a rollover. see script below. This works ok. however. i want the first sound to keep playing while the rollovers load sound. a bit like playing the piano. This works ok when i import all the sounds into the library and place them on their very own button. however the size of the flash movie increases to 140k. whereas when i load them dynamically the size of the movie is 20k. obviously i want to load dynamically.
But with dynamic loading each sound stops when another sound is rolled over, so that there is only ever one sound playing at once. I need to load the sound into a different level or something, so that the first sound can keep going while the smaller, shorter sounds play over the top. this is my script below. The first sound loads when the movie starts. This is the one i want to keep playing. Then there are the smaller ones with rollovers. does this make any sense? there's actually 13 little sounds.
ok so i have a button that plays an animation for fire when held down. and when realsed goes to and stops and frame one. when it reaches the end of the time line it goes to and plays at frame 10 and goes back to the end of the timeline. I have a sound for the fire animation that plays for the effect. The problem is the sound keeps going untill its over even if the button isnt held down. and when the playhead reaches the end of the timeline it goes to and plays and frame 10 and it replays the sound. if i hold it down it will just keep playing the sound over and over from start to finish. what i want it to do it when i hold the button down i want it to play the sound and when released it stops the sound where ever it is at. I also dont the sound to play again if there is a sound already going to stop it from playing 20 sounds at one time it gets loud and you need asprin after about 5 seconds of that.
I am trying to embed some sound controls, and have hit a dead end. I made my play and stop buttons, imported my mp3,, assigned it proper linkage, and inserted this AS2 :
[Code]...
The buttons are named "play_btn" and "stop_btn" respectively. When I export it or preview it, hitting the play button does not do anything.... I hear no sound. What could be up with this?
I'm writing a movie scene in AS3, and I hit a snag. I have a movie where the dialogue is advanced by the user pressing a button (the space bar). I have a speak function which prints out the dialogue to a dynamic text box. However, if I type in this:
speak(1, "Hello world!"); speak(2, "Hello back to you as well.");
Then, my first speak function is immediately overwritten by my second one...because they run at the same time. I'm not using the timeline so, I can't put a stop() function in or anything. I'm doing it all in ActionScript.
Is there a way to pause the movie and wait for the user to press the spacebar before loading up the second function. I was thinking of nesting functions to do it, but that seems overly complicated since I'll have nearly 20 lines of dialogue nested within one another in between moving my sprites around.
I am trying to make a generic multiple choice quiz, with questions to be loaded from an xml file. The hope is that I can give it to teaching colleagues as a resource, and they can create their own questions by just altering the xml file, as none of them know how to use flash. I can make all of it work beautifully for just one xml file's worth of questions, but I'd like to enable people to save several different xml files with different questions, and choose which one to use in the first frame of my swf. Here's what I have in the first frame, where there is simply a text input box (inputxml) and a 'Go' button.
I'm creating a simple flash movie that will allow me to setup an aim away message from the desktop or merely a web page, the code used is as follows:
aim:goaway?message=Message+Here+Go+to+aimisland.co m
s you can see there is a + after every word and the text is after Message+. I need to know how to get text which is entered into a text box to be inserted into the above code to complete the link.
I'm creating a simple flash movie that will allow me to setup an aim away message from the desktop or merely a web page, the code used is as follows:url... As you can see there is a + after every word and the text is after Message+.I need to know how to get text which is entered into a text box to be inserted into the above code to complete the link.
I am creating a game that has a gender selection and name entry box on a screen. When users hit the next button, I want to capture which gender they selected and what they typed for their name. I tried using the code found on the adobe website, but that captures every letter typed in real time.
I just started learning actionscript this week, so I'm a noob at it. Currently, when they click on the button boy1 it erases whatevers in the dynamic text box playeronesex and adds the word "woman". When they click the button girl1, it erases whatevers in playeronesex and adds the text "woman". I also need to know how to capture which they finally chose when they hit the next button.
Heres the actionscript for this frame:
//next button stop(); onbone.addEventListener(MouseEvent.MOUSE_DOWN, nextone); function nextone(event:MouseEvent):void {
I'm sorry this is a question from a server ignoramus, I've previously captured user input using a combination of cfml and text files. That was way back in 2002 and using AS 1.0. I'm now working in an environment where the server guy won't put any scripts on, and I mean none, no PHP, no ASP, no CFML, nothing. Would anyone know if there is a way of capturing user input without using a script, please? This prolly shows a really basic lack of understanding of how servers work but I'm a bit desperate. I know the Flash Learning Interactions can work with SCORM and pop results into LMSs that use SCORM and our LMS does use SCORM, but it seems to only be within the learning interactions and I don't know where to start to tailor this for the input I need to capture.
Right now I have a countdown going on, but with a fixed date. How would I go about doing this with a user input?...what I would like to do is the user enter a specific date and the countdown to begin.
I have an idea for a simple game/program and not sure if Flash is the way to go.After reading many articles I've come to the conclusion that if I wanna make my idea a reality then I need to do it myself but not sure where to start.Before spending the money on buying cs 5.5 want to make sure it can do what I need.So my question is can you have users input data that would then control your animations? For a simple example:I want a user to be able to input a number then depending on the number a certain animation sequence would occur.So say a user inputs the number 10 then my animation would walk over to a pile of say apples and pick up 10 apples. If they input 5 the animation would pick up 5 apples etc...So my idea has nothing to do with apples but revolves around the user inputting numerical data which would then control what the animations do.
A friend of mine asked for a simple program. Input: Coordinates of some points, spheres, planes etc. (from an excel document (strictly) ) Output: A 3D view of the input which the user can move the camera. The questions is, how can I do that easiest way. I have experience in C++, C#, Flash (AS), Java
Ok I have 6 textboxes that the users will use to type in 6 different numbers from 1-49. What code would I need to add so that once the user has entered their 6 numbers, they are sent to and stored in an array?
I'm sure it's easy to do, but I just cannot figure it out. I've created a timer but want to let the user set default values to start at so they don't have to modify the start time each time the program starts.I was able to create a text box but it is un-editable in the actual program. It displays '00' nicely but it's useless. I haven't even gotten to the point where the data is pulled and stored.
ActionScript Code: var timerHrs1:TextField = new TextField(); timerHrs1.type = TextFieldType.INPUT;
The goal is to have the user enter their name in the input text box and then click start. When they click start a ball starts rolling and a welcome message should display "Welcome + name". At first the ball is rolling fine and the name is displayed - but after about 3 seconds the frames sort of flip and "Welcome name" turns into just "Welcome" (name dissapears)
I'm sure it's something really dumb but my eyes are crossing. - layer 1 is my circle image (myCircle) - layer 2 is my button (startButton) - layer 3 is the input field (inputName) and the dynamic field (displayName)
Here's the code: stop(); var inputName:TextField = new TextField(); inputName.type = TextFieldType.INPUT; inputName.x=200; inputName.y=100; inputName.width=150; inputName.height=20; inputName.border = true; addChild(inputName); [Code] .....
I was wondering if anyone could please send me info user input text fields. I was wanting to set up a section in my flash site where the user
a) types in their name in first field b) second field they type in their email address c) third field they type in their email message and then hit a submitt button to make their message reach me!