ActionScript 3.0 :: Deterining Duration Of A Sound File?
Nov 27, 2009
1. Is there a method of determining the length of a sound file (mp3 primarily); in bytes, elapsed time, before the file is played? (the file could be played against a stop watch and the elapsed time record after the fact, programmatically).
2. Is it possible to set markers and fast forward/rewind to markers corresponding to the file?What I am thinking of is a feature allowing the user to play a file to a point and pause, set a marker, rewind and play to the marker and stop, or fast forward from the beginning and play from the marker, or even play past the marker and rewind to the marker.
Setting a marker would be the easy part: just record the elapsed time when the pause function is called.Getting the sound file to start playing from that point without the previous part played at normal speed;(with volume off) is the essential part of this question.
I'm really new about OOP AS3 programming, seems I can't fully understand how the eventcentral class works.For what I've understood this "system" allows classes to communicate between each other, passing parameters and call functions.So, having this ultra simple class:
I've developed a neat WindowSWF panel after watching Lee's demonstration video. I got everything I needed to work, but I'm having trouble getting information from my sound files. Basically I have a list of sound objects (.wav format) in my library and I want to find the duration of each file so that I can add them to existing movie clips, then add or remove frames depending on the length of the sound file on the frame. I've been pouring over the jsfl actions libraries and can't find any method to get the duration of a selected sound file.
I have currently a music player that uses Sound.position and Sound.duration to use as a playlist. However, the sound is streaming, so then Sound.duration is the number of loaded seconds/miliseconds. Is there a way for me to figure out the duration of a sound without fully loading it? Right now, it really messes up the playhead.
I have a mp3 file and I would like to play it from one position and for a certain duration. I have first used the Sound class, the play method where I can specify the start but not the duration. I have looked then at SoundEffect class where you can specify a duration and a startTime. However I do not know how to play it from a AS3 class not from MXML : there is a play method ... but I get no sound!
I was wondering how I can get the full duration of a sound object.I know "sound.length" returns me the loaded length,but is there a way to get the full length so i don't have to wait until i loaded?
i have a mp3 player that works perfectly offline but once online the sound.duration seems to be incorrect. The sound.duration = 15' online and 52' offline. And it's the same for each mp3 with an incorrect duration. You can see what i mean here : [URL]
How to access the sound duration outside the onload function....im trying to diaply the duartion of each song in the playlist by loading them one after the other...but am not able to access duartion of all the mp3 files....i want to knw if there is any way to access the sound duration outside the sound.onload function.
I am following this tutorial (Url...) on how to build an audio mixer in Flash. I am trying to display the duration/position of one of the sound objects in the mixer (all sounds in the mixer have the same length). I have tried adding this code to the actions under frame label "ready".[code]I have two dynamic text fields named Text01 and Text02 on the main timeline. Yet, nothing populates.
I'm building a simple audioplayer. In frame 1 I have:
Code: mySound = new Sound(); songs = new Array("1.mp3", "2.mp3"); songIndex = 0; mySound.loadSound(this.songs[songIndex], true); mySound.start(); var playing = true; [Code] .....
So, the sound begins to play from the beginning. However the problem is with the timer: when 'stop' is pressed it says 0:00. But, when I press play again it immediately jumps to the time it showed when stop was pushed, e.g. 0:12
is it possible to make the duration of a movieclip equal the duration of the preloader, i mean is it possible to make something like, the time the preloader needs to reach the 100% = the duration of the movieclip? i'm using AS 3.0 and flash CS4 just in case it helps here is my code for the loader:
Code: loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete); function loadProgress(event:ProgressEvent):void { var percentLoaded:Number = event.bytesLoaded/event.bytesTotal;
I noticed many players display audio track duration before loading the sound file, but I cannot figure out how that is done. So how can I get the duration of an mp3 file in Flex without having to load the file in a Sound object ? Think about loading 1000+ files in an application that has to immediately display the duration for each track.
Is it possible using command line, or a php file to get the duration of an flv file using the flash media server. I used the flvcheck file to fix the meta data, and was using the duration operator but it didn't come up with anything. I am guessing the duration operator just shows if there is errors with this?
I am using Flash Media Server 3 hosted by Influxis.I use to upload flash videos (flv) to view from our company website, which uses Flowplayer.I got a new video which is F4V, but this video is little wierd, It plays well but the duration shows as 3:00:00 (3 hours) which is actually 11minutes 30 seconds.
On Linux, YouTube places temporary flash files in /tmp. Nautilus can display the duration (Minutes:Seconds) of them, but I haven't found a way to extract the duration using python.'
I have a video, it's 3:11 but it will only play until 2:41 then it will stop...... but when I fast forward to 2:42 or 2:43 it will play till the end..... how do I fix this file so it will work..... what do I do.
LI am making a custom video player with FLVPlay back controlls. I am using custom progress bar. I am using "MetadataEvent.METADATA_RECEIVED" to get the duration of the uploaded flv file. It works in most of the cases but not in all. Therefore I am asking for anyalternative procedure that can provide the total flv file duration. I don't know even is it possible or not. I am familiarwith AS2 but new to AS3, so
I have to play a sound file and show the progress of the sound file being played. I am using import flash.media.Sound; import flash.media.SoundChannel; But the PROGRESS event gives theprogress of loading of file. I want to know of much of the song has been played and how much more is left.
I'm having some trouble getting the following code to work - trying to use the new Sound.extract() function to get two seconds of a Sound into a ByteArray, and then create a new bytearray with a WAV header, and then output the file. The resulting 'test.wav' file sounds very wrong although slightly recognisable? I think I may have some of the WAV header settings may be wrong but I'm not quite sure what's the matter and after a long time scratching
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");
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
I would like to attach a sound to a .fla file that starts to play when the file is opened. I have created a button and would like to be able to use this button for a visitor to the site to mute the sound. So, I'm trying to accomplish two things, first attach a .wav file, then get the mute button to work.
I have a problem that I have not found a syntax error or logic error to explain. It appears to be an obscure problem related to playing a sound file and graphic positioning in the same file. My next step is to look for any known bugs. I have posted the file at. URL] When the page loads you will see a list of selections. Do not click any of the html Play buttons In the graphic arrow pointing to the right is the play button click it and a default file will start. Click the pause button (which will be green while the selection plays) Then click the play button again. The knob that moves while the song plays, will begin moving from the position it was at the time pause was clicked.
Click the stop button (arrow facing left with vertical line at tip) Choose a selection from the html list by clicking the Play button next to it. Then click the play button in the player display. The title of selection will appear in the title area. repeat the original steps (play, pause, play) This time the knob that moves while song plays, snaps back to the start and moves from start, rather than from the pausedposition.
I have AS3 project, made with FlashBuilder. I'm using MovieClips from an external .SWC-file. In a MovieClip from the .SWF-file, I want to use an audio-file. Is it possible to preload a sound-file (e.g. .MP3) in my FlashBuilder project, and access it in a MovieClip inside the .SWC?
I am triggering short sounds dynamically from the library for a game (Specifically Air for Android). When the user clicks a button the sound can take up to 600ms to actually play. I have set it for any silence before the actual sound by calling the sound like so:
[Code]...
All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?