ActionScript 3.0 :: Control Speed Of Sound Playing?

Jun 29, 2010

is it possible to control the pitch and speed of playing a sound file via AS3? i want to simulate the car engine voice by movement speed, i need to change pitch and speed on runtime...

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Hi all,

I am loading an external .mp3 file into my movie using a dynamically created sound object:

var theMusic_sound:Sound = new Sound();
theMusic_sound.loadSound("sound/mylo.mp3", false);

theMusic_sound.onLoad = function(true) {
theMusic_sound.start(0, 5);
theMusic_sound.setVolume(25);
};

However I find that when I run the movie, the sound plays at a higher speed (chipmunk music!). The clip was one that I created myself, its a 48kbs mono .mp3 file

Also, I am having trouble making an MP3 that loops perfectly. I have trimmed the sound perfectly in Nero wave editor, but the encoding process appears to add a short pause at the start and end of the file, which produces an annoying gap in my loop.

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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.

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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]...

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is it possible to control a MC by letting it know if a sound is playing or not?

i was thinking of this:
quote:
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[Code]....

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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,

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[Code]...

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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;

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var soundBytes:ByteArray = new ByteArray();
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[Code]....

This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).

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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.

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[Code]...

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How to import sound with AS? Cuz i have tried it and my sound just wount play. Can you explain me where my sound should be and what is the as code for importing cuz i use

mysound = new Sound();
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mysound.start();

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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:

[Code]...

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package zoom
{
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[code]....

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ActionScript 3.0 :: Mouse Speed Timeline Control

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Here is my code

[Code]...

Works fine.. but i want to add a code on a new frame saying

[Code]...

But the previous script is still in effect no matter what frames i put the AS in..

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Code:
import com.greensock.*;
import flash.events.MouseEvent;
//create line

[Code]....

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Professional :: Stop A Sound From Playing If It Is Playing Already

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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.

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ActionScript 3.0 :: Assign A Sound To A Soundchannel Without Playing The Sound?

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The thing I don't understand is how to assign a sound to a soundchannel without playing the sound. All the examples I've seen do this.

Code:
_SoundChannel = _sound.play();
_SoundChannel.stop();

And how can I set a SoundChannel volume to zero before allocating a sound to it?

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In my flash movie, I've imported a very small video file. When the video is done playing, I wanted the user to be able to click a button and the video would play in reverse. I've gotten this to work with the _currentframe and _nextframe properties, but when I play the movie in reverse it's not as smooth. Here's an example of what happens: [URL] Once the movie is done playing, click on it. When it's playing in reverse, you can see it gets a little choppy when the guy gets towards the top of the rail. Has anyone found a way to play the movies backwards without having the speed affected? Maybe I shouldn't use the _currentframe property??

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Moved from Newbie section I have beginner skills using AS3 and have been trying to improve a basic movie that generates a visual noise pattern. I need it for an eLearning lesson. A while back, I got some help pulling this script together. It uses bitmapData.noise to generate a visual noise pattern. It can be viewed here: [URL]

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[Code]...

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