ActionScript 3.0 :: Using Arrays / Loops To Control Sound Playback?
Jan 28, 2012
Attached I have a small .fla that basically does the following:
1. A button is clicked (calling the playSound function)
2. The sound is then played, also a small instance of the button is called from the AS library and placed within a sprite that is within a movie clip at the bottom. The event listener is also removed from the main button so it can only be called once.
3. When the small instance of the button is pressed (within the sprite) it stops the sound, removes the icon and re enables the buttons event listener.
It all works fine, and it is worth mentioning I am still new to Flash but getting to understand it more. I plan on having 20 buttons on the screen, and surely theres an easier way then having 20 functions, all more or less doing the same thing!
1. a button is clicked (calling the playSound function)2. the sound is then played, also a small instance of the button is called from the AS library and placed within a sprite that is within a movie clip at the bottom. The event listener is also removed from the main button so it can only be called once.3. when the small instance of the button is pressed (within the sprite) it stops the sound, removes the icon and re enables the buttons event listener.It all works fine, and it is worth mentioning i am still new to Flash but getting to understand it more (after a little bit of light hearted abuse from a few members ). What i am struggling to understand is how to 'streamline' my code. I plan on having 20 buttons on the screen, and surely theres an easier way then having 20 functions, all more or less doing the same thing!
I am working on a project and I want to know if it is possible for flash to control the playback speed of sound files (mpeg). I dont care if they are external or imported since the project will only run locally. IT is a game where I want to slow down and speed up the sounds playing.
The scenario is to create a lotto game that matches 6 user inputted numbers with 7 randomly generated numbers. The 7th number is a special case (eg bonus ball) WOULD LIKE TO SHOW A KIND HEARTED FALSH GENIUS ALL OF THE SCRIPT IF POSS! (its not tooo long) This code works, but it just outputs the default message: There seems to be a problem with my arrays not comparing? Part of the code is: (prioir to this the user inputs numbers, they are copied to text areas beginning with O, on a button press) On a second button press randomly generated number appear to a timer. //compareResult checks how many numbers match between the two sets of numbers to determine winnings.
I am importing a .mov file in Flash, which converts it into an .flv, which works fine and dandy, but playback does NOT stop at the end of the video, but loops back to the first frame and stops there. what to do to get it to stop at the last frame? I am just using the flv instance in a keyframe, not using any code to control it, which is a bit over my knowledge level.
I am wanting to create an array. 10 values in it (couting from 0 index to 9). Each 'place holder' will have a corresponding value to it;s index i.e.
myArray[0]=0 myArray[1]=1 etc...
I can do that in a for loop. But then I want to attach each value to a single variable name. I then want to change that each variable to a string. I then want access to all the variables outside of the for loop.
var i:Number; var aArray:Array = new Array(); for (i=0; i<10; i++) {
[code]....
The output error is 1084: expecting identifier before aArray.
In PHP you can do something like this: Array1 = 0,0,3,6,6,6,7,8,8,9
Then loop through Array1 and set the keys of Array2 Array2[0] = true; Array2[3] = true; Array2[6] = true; Array2[7] = true; Array2[8] = true; Array2[9] = true; Array2.count = 6;
But doing a similar thing in AS3 would result in a count of 10 (true,,,, true,,,, true, true, true, true) as all of the keys that are not set are counted. Is there a way of doing this without using any more loops? or Functions, simplicity and efficiently are important here.
I am trying to create a script, where the user inputs a maths equation (something simple like 5 + 2 * 10), I have managed to break down the text into an array and have the numbers in one array and the symbols in another, I wanted the computer to then work it out, however I cant seem to think of how to do this and the methods that I have tried have failed.So there is one dynamic box and the value of that is then broken down by an array split(" "), however this leaves the values in an array and it is percieved as a string not a number and so when i try to work it out
My objective is to create a horizontal menu spaced evenly, using dynamic random widths fed from xml.
I'm playing with arrays in the dynamic loop, but i really have no clue to what i'm doing. Can someone take a look at my loop code, i'm getting all my individual widths but i don't know what to do with them. In the cas e below i get item 1 and 2 in position but the rest are not moving![code]...
I have regarding associative arrays. Basically, I'm trying to use the current index of a for loop, which is looping through xml attributes, as the key for an associative array.
understand how arrays and for loops work together? In the following code 100 rain drops are created with the first for loop and then moved with a second for loop the part that I don't know understand 100% are as follow...
var rainDropArray = new Array(); for(var i:int=0; i<100; i++) { var rainDrop:RainDrop = new RainDrop(); rainDrop.x = Math.random() * 550;
I was trying something out, and came across a little error. I wrote the following code to create an array and, using each value of that array, create an associative array for the values of xVelocity and yVelocity.[code]But I get an error from that as well. I think I understand basically why this doesn't work, but I'm wondering if, given the spirit of what I'm trying to do, you can think of a working alternative.
So basically I have this map. On this map I have points, and when you click on these points it goes to a URL.The code setup is as follows:
Arrays to define the movieclip locations and another for the urls (this one is an associative array). I then create a function loop to make an event listener for each point. When the point is clicked it will run another function that handles the URLs. The URL function is to grab the target point that has been click, use the url array type to find the key, and then throw it in to the URLRequest.
So far I have this code:
var places:Array = new Array(); places = [ map.paulsens, map.paraburdoo, map.plutonic, map.wiluna, map.gwalia, map.wallaby, map.sunrise, map.moora, map.marvel, map.flyingFox, map.ernest, map.rosebery,
[code]....
So it's obvious to me that the openLink(); function isn't doing what I want it to. I can kind of guess because event.target isn't being turned in to a string or not pulling the array's type?
it's a scrolling list with a series of movieclips within it which are each different items. When you click one of the items, that movieclip that you have clicked runs a little function which tells it to move 10 pixels to the right smoothly. It also checks to see if any of the other movieclips have been previously selected, and if they have, it runs a function that tells them to move back 10 pixels to the left.
I am dynamically generating buttons and textfields using an array and a for loop. It all works well and creates buttons and textfields ... but once they are created is there a way I can cast them to a movieclip so that I can then control the visibility etc.
Here's the code: //define variables var _buttons:Buttons; var _buttonsX:Number; var _buttonsY:Number; var textArray:Array = new Array() [Code] ......
basically what im trying to do is create a jigsaw game, simple eh! i have nothing on the stage at compile time, only four items in the library. these are four different puzzle pieces with export names of "piece01" "piece02" "piece03" and "piece04". my AS goes like this:
ActionScript Code: var puzzlePieces:Array = ["piece01","piece02","piece03","piece04"]; var len:int = puzzlePieces.length; var pieceList:Array = [];
[Code]....
how do i or what name do i give the addEventListener to? (if that makes sense) to be able to drag them.
I'd like to add event listeners to movieclips (already on the stage), whose names are called from an array one by one, into a for loop.
Code: // there are 4 movielcips on the stage with name a1 - a4. // create array var Bro:Array = ["a1","a2","a3","a4"]; // for loop for ( var i:Number = 0; i < 4; i++) { // Add event listener to array values to buttons. Bro[i].addEventListener(MouseEvent.ROLL_OVER, roll, false, 0, true); //execute this function on rollover function roll() { trace("why wont my arrays work in for loops"); }}
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
Inside each dataInput is a button that sets the var "varSumNum" to 1 or 2, retain or dismiss respectively. If I set varSumNum to 2 the retain button will hide the corresponding circleMC, but the circles need to toggle visible/invisible individually. This works fine on circleMC1, but I can't get it to check the rest of the dataInputs and toggle their circles. To clarify further, it needs to check each dataInput and if 2 & 4 are set to 1 circle 2 & 4 are removed.
I have this array that contains the names of various images I want to load into Flash
var imageArray:Array=["image1","image2","image3","image4","image5","image 6","image7","image8","image9","image10"];
Now I want to create 10 different buttons with each button loading in an image. I know there's a way to do this with a for loop without having to make 10 different buttons and writing 10 different functions. Not sure how to correlate the members imageArray with the generated btns.
I'm stucked here. I want the font type "BauhausMedium" to apply when ft_01 is clicked, font type "Haettenschweiler" to apply when ft_02 is clicked, etc... at the same time I want all" ft_01a", "ft_02a", "ft_03a" movieclips to hide except for the movieclip similar to the clicked button. E.g. if "ft_02" was clicked ft_02a to be visible =true and rest to be visible = false (ft_01a, ft_03a).
I have come a little closer with my project, and still need some help please. I have 5 Flvs which i want to play randomly on this page [url]....The .fla file I have created contains this code:
var files:Array = [ "Sz01Puppet.flv", "Sz02Puppet.flv", "Sz03Puppet.flv", "Sz04Puppet.flv", "Sz05Puppet.flv" ]; var shuffledFiles:Array = shuffleArray(files); //quick test[code].....
This script works. In the Output every flv is listed randomly, and then repeated. Next up i want this AS Script to work with an FLV Component.But how to I get that to work?In my library I have the 5 flvs, and flvplayback component.I dragged the FLVPlayback component to the stage, but I can only add one flv in the source. How do I get my working actionscript to work with the FLVPlayback component.how my screen looks like.
I am trying to make a sound crossfading between the loops (an example would be: same as in a "Winamp" media player you toggle the Crossfading function in a Modern Skin and select a duration of it). Say I got a loop of 10 seconds, altho it is not perfect as its cut of the song without a proper editing tool. Any way I could accomplish it by using the ActionScript?
I've been trying to make a sound-loop player for quite some time now (i'm new to as3) and i'm pretty close to do it but still Ok, i've made six letters converted them into buttons and i want them to play a different wav sound loop each one whenever i click on them and to stop the sound when i click again.This works fine for the first button but not for the rest of them because i dont know where to insert the similar code for the rest of the buttons.
import flash.media.Sound; var sound:Sound = new The_Rloop5(); var soundControl: SoundChannel = new SoundChannel();
I am trying to create a movie that has 3 different background sound loops for the user to choose from as well as an on/off button.I followed one of the Kirupa tutorials which enabled me to create 3 different buttons that linked to the 3 sound loops in my library. The problem is that I don't know the actionscript required to stop whatever clip is playing and play the newly selected background sound chosen by the user.Also I am trying to have one of the loops playing when the movie starts as a default, and also to have a mute button