ActionScript 3.0 :: Can Attach Two More Different (excat) Sound To Same Movieclip
Nov 3, 2009
I have a problem playing sound on mouse over event, sound attached from xml file.The question is, can I attach two, or more different (excat) sound to the same movieclip?F.E. I have a movieclip about the dog, and some button on the scene, "name", "sound", "etc".If I click the button "name", and after I pointing the mouse over the dog_mc, the sound would be "a_dog.mp3", but if I click on the button "sound, the played mp3 would to change the "bark.mp3" on mouse over. Of course, there is lot of animals clip, so every clip have to have own sounds.I am would to avoid attach the sound directly inside the movieclip, but not so familiar in XML, so if somebody can me explain it is possible.
I want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
I have been at this for about 19 hours straight! I am going to go to bed immediately after this post, but for crying out loud, I have NEVER had this problem before today! Before anyone reads ahead and says 'you have to attach your sound object to a completely separate mc to be able to control it independently from all other sound/root volumes.' see if the following code accomplishes just that:
I want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
I am making a little hidden object game and I want a sound to play everytime an object is clicked on, but I can't figure out how to do it.my sound is a movie clip called "meow". Anyone know how to do this?here is the code:
onClipEvent (load) { found = []; for (i=0; i<7; i++) {
I want to attach a sound file and have several cuepoints that will cause certain movies to play as the sound file plays.I've looked into this and think I'm right in saying that you can't have an external sound file, like you can have an external Flash video file?What would be the best way to attach my large sound file?One way which I thought I could do what I need: create a Flash video file, don't show the video file and just play it... and then use Flash video's cuepoints.
I have a foreign language resource which randomly creates and displays a number. The player then needs to select the correct number in a particular foreign language. What i also need to do is play the audio for the randomly created number. I have numbers 13-20 all as seperate sound files also named as identifier names 13,14,15 etc up to 20.
The following script loads the sounds. Sound1 is the sound which needs to hold the random number which is generated:
ActionScript Code: onClipEvent(load){ Sound1 = new Sound(); rndClip = ????????;
[Code]....
I need to load this array as Sound1 so that the correct sound file plays to match the random number.
I am using attachSound to attach multiple sound through the library into different variables. But when I try to use setVolume, I get the same volume for all the sounds playing at that time.
I'm working on a background music class and found that you cannot use the Sound class in a class file. Specifically, initiating and attaching the sound. Starting, stopping, getting the duration and such seem acceptable (though I haven't tested this yet). I've done a few searches and haven't found any work arounds other than when the class is called, hand it the sound object with the sound already attached, like this:
ActionScript Code: import bgMusicClass; var bgSnd:Sound = new Sound(this); bgSnd.attachSnd("newWave.mp3"); var bgMusic = new bgMusicClass(bgSnd);
I've attached a sound to menu buttons using AS. The sound worked perfectly until I created a external preloader file to load the swf into a container_mc. Now no button sound? If I load the swf without the preloader file the sound works?
Code: Select all//set up sound instance var btnGrpAudio:Sound = new Sound(mcSoundHolder); btnGrpAudio.attachSound("beaming"); btnGrpAudio.setVolume(60); menus[i].btn.onPress = function() { btnGrpAudio.start(); ....
I am making a site and have a component on the stage that is put there dynamicly through AS 2.0. When I F5 or Ctrl F5 it seems that the actionscript is read allover again?Only the script that is situated in the specific label. What if I have script in that label that creates a news reader. I f12 and the news reader is there I jump to another label with the menu. when i jump back to the home label the news reader does not appear on the stage. after a f5 or ctrl f5 it does.Do I have to attach the movieClip in each label to assure a the dynm-movieClip script is on stage for the ctrl f5 issue?
Im trying to create an inventory where when you click an object it will automaticly go into your inventory, the inventory is embedded in other movieclips.I have quite a few spaces(movieclips) in the inventory box when it is open but I just need it so when you click an object it attaches to a movieclip in the inventory.I also need it so that if you click a different item it attaches to the next space in the inventory rather than overlapping an item you have clicked before. I would only have only about 15 (or something similar) spaces so if I have clicked 16 items the 16th item cannot go into the inventory.
A can't seem to get this creating movieclip thing, or attach movieclip. What I want is when a certain button is pressed, a MC in the library is created on the work area, at the mouse location and will continue to follow the mouse untill it is clicked. Once clicked, it stops dragging, but if clicked again, another MC on the screen will gotoAndStop(2); and so on. I have most of the script idea down. But I can't seem to get the create new MC to work.
I'm trying to use attachMovie to attach a movieclip to another movieclip. Both the movieclips are set up as buttons (ie. they have _up, _over, _down, _hit states). The problem is if I define event handlers for both mcs, only the event handler on the parent clip works.
How do I attach a Movieclip to another movieclip then use it as a hitzone?
I want to attach mEnemyIdle to a movieclip from a class which I am call this. I want the movieclip to update its _x _y _rotation based of its parent and I want to use it as a hitzone for this.
how to atach my duplicated movieclip into another movieclip?
example, i have this cart and i'm going to buy an item. i can duplicate the item and put it in the cart. if i move the cart, the item is still insdie the cart...
I know how to attach a movieclip dynamically using flash 8 and cs3 but not in cs4. can u pls help me on this.
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this using flash cs4 ?
I have a shell.swf and at run time i am attaching a template.swf. In template.swf file have mcMenu Movieclip.I am unable to access the or attach the movieclip at run time getting this error (1180: Call to a possibly undefined method mcMenu.)that movieclip is not available on the stage.... it is in the library of template.swf file.
I have a bunch of Bitmaps stored in the library and I want to display some of them on the stage via actionscript. All I need is to attach each of them to a MovieClip and use addChild() on the stage. Also I want to be able change the attached bitmaps dynamically.
First post here. I have a list of images preloaded through an XML file, and in order to store them in my animation, I had to load each of them into a separate MovieClip. Now I want to pick one of them at random, show it onscreen, remove it and show another one, etc. In order to do that, I created an empty MovieClip on the stage and moved it around, giving it the animation I wanted, and now I was wondering how to "attach" one of the image-containing-MovieClips to it, so that it moves along with it.
None of the methods that I've seen in AS 2.0 seem to work. Normally I'd use attachMovie(), but I understand that it only works with MovieClips that are in the Library, while mine are dynamically created from the preloaded images.