I am feeding a player from xml, and I'm not able to get the track to change.
ActionScript Code:
private var _currentTrackNum:int;
public var playlistdata:ArrayCollection = new ArrayCollection();
public var locationarray:Array = new Array();
[code]....
The previous track function is basically the same. It does nothing, however. I can trace out _currentTrackNum and see that changing, but the song playing stays the same, even if i stop and start again, or build the stopping and starting into the function. BUT. I can change the value of currentTrackNum at the outset and it wil effect which song plays.. !?
I'm thinking maybe there is some kind of sound.unload function I need to try, but am quite confused as to why it doesn't work. The locationarray.length is coming out as 0 for some reason I don't fully understand, so I disabled that 'if' statement for incrementing track number but that didn't help..
I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.
var data:ByteArray = new ByteArray; sound.extract(data,sound.length*44.1); data.position = 0; return data;
Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?
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:
Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.
I have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow
I have problems in my flash project. I cant duplicete some pictures or "group items" , when I copy/paste them and when I start to edit that one that I copyed it automacly edit the original version...I cant duplicate this object on picture ( http:[url]....)... what ever I do..it always start to change the oroginal object...
I have several sounds of same length playing on the Timeline, each playing in loop on their own layer so that they can be syncronised on the same tempo (i did not managed to do this through pure AS3).
Is it possible to manipulate the sounds on this timeline individually via actionscript (ie: add listeners, change volume, read position) ?
Searching for how to change the volume of sounds, I always get this irritating snd=new Sound(URLRequest), followed by snd.setVolume(val). Oh, fine, but my sound is not an URLRequest, it's an embed.
I've made a lot of random attempts (1) to no avail. How am I supposed to do that instead?
(1) including casting my class to Sound, creating a Sound with the embed class as argument, creating a SoundTransform and setting it to the channel, etc.
I want to change a sound in my code when the mouse is over an y point. Code: var musica:URLRequest = new URLRequest("sensor.mp3"); var sound:Sound = new Sound(); var soundControl:SoundChannel = new SoundChannel(); sound.load(musica); addEventListener(Event.ENTER_FRAME,update); stage.addEventListener(MouseEvent.MOUSE_MOVE, Inicial);
Here, I need to change the sound to another one. Code: if(mouseY > 250){ var musica:URLRequest = new URLRequest('som2.mp3'); sound.load(musica); } but it isn't change.
I am streaming sound files for a customer with a simple button I created using text, using this stock behaviour code below. I would like the text in the button to change colour while the audio streams and return to its previous state when the audio is finished streaming. Is this possible? And if so, is there anyone who could offer up some sample code to to get me started?
what to call the subject of this post, but here's the scenario...I have sounds playing in a browser window via my SWF file.When I open a new application window (browser window (etc.)) above the SWF's window,the sound continues to play in the back.Is there any way to detect when a user changes focus from the SWF window to a another? My goal is to silence these wacky sounds when the Flash isn't the current focus.
tell me if there is something wrong with this? playbtn_mc is a button with that instance name.... The button is on the main timeline not in another mc, I tried _root.my_sound.start(); also. The mp3 name is correct and is in the same folder as the fla and swf
playbtn_mc.onRelease = function(){ var my_sound:Sound = new Sound(); my_sound.loadSound("backtoschool.mp3", true); my_sound.start(); }
I've been to the kennybellew as2 tut but cant seem to get it working with onload?
I'm using Flash CS3, running code in ActionScript 3. I use the Loader class to load a child SWF file, which then takes over the entire area on my website that is reserved for Flash. If the user decides to stop watching the SWF file before it is completed, he hits the "close" button within the child SWF, ultimately causing the Loader.unload() method to be executed. So far, so good, only the sound from the remaining portion of the SWF file keeps playing. According to the Flash Docs for the Loader.unload() method:
"As a best practice, before you unload a child SWF file, you should explicitly close any streams in the child SWF file's objects, such as LocalConnection, NetConnection, NetStream, and Sound objects. Otherwise, audio in the child SWF file might continue to play, even though the child SWF file was unloaded."
It then gives an example that assumes you already have access to the Sound object, so closing the Sound object is done by: mySound.close();
The only problem is that I have no idea how to access the Sound object when I use the Loader.load() method. I can't seem to find anything in the documentation that tells me how to find the Sound object after calling Loader.load(). As a temporary fix, I modified the target SWF file so that when the "close" button is hit, it calls the "stop()" function; however, this only stops the sound, it does not close the associated Sound object, and I presume it continues to lurk around in memory with nothing useful to do. (When the user hits the "close" button in the child SWF file, it creates a "bubbling" event so that the Loader class can call the Loader.unload() method on it.) I've attached code for your reference.
I'm recording and playing back mic input using Flash Media Server, and even though it's just audio, we're saving the output as FLV. I'd like to get a waveform of the recorded audio. Ideally, since we already have a lot of saved/recorded audio, I'd like something that can take a loaded FLV and get the waveform, as opposed to generating it at record or playback time.
AS3 has the new Sound.extract() method that can be used for this (plenty of online tutorials), but it seems like it only works for MP3. Is there a way to use this method on FLV audio? Or is there another to extract a waveform from a FLV?
In AS3 i've created a code that load a sound and execute it in streaming.
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); mySound.load(new URLRequest("surrender.mp3")); myChannel = mySound.play();
Considering that the mp3 file is placed on the server, i need to trace if it's already begun or still receiving initial data from the server. Once it's effectively started i've to call a function that initialize some things.
how i can trace if a sound or channel object "is playing" ?
Has anyone got an angle on the interference that linkage can create when the "export in first frame" option is ticked? I am using attachSound and the sound object to load an mp3 but it is wreaking havoc with the preloader.If I uncheck the "export in first frame" box the sound does not seem to be instantiated. I believe that a way around this is to drag the sound onto the stage, but if you have 8 sounds for buttons for example, then you would have to create 8 sound layersMy preloader code is:
i'm creating an interactive experience and I need to move a bar on screen reacting to the volume of people sreaming at a microphone. Like a CLAP-O-METER... is this possible with ActionScript?
I can't seem to figure out how I set the volume of a single sound object. Everytime I use setVolume on a sound, it is applied to *all* sound objects playing The code that I'm using :
Code: music = new Sound(); music.attachSound("music");
I'm creating a bunch of movieclips, associating a sound object with them, and then updating them with a progress bar, like so:
var theClip:MovieClip = new MovieClip; theClip.track = new Sound; [load sound from URL pseudocode here] theClip.track.addEventListener (ProgressEvent.PROGRESS, onLoadProgress); function onLoadProgress (erogressEvent):void {
How do I reference the movieClip the sound is a child of? e.target refers to the sound object; e.target.parent returns an error. And you can't assign properties to sound objects.
As I have commented before I am building English teaching apps. I will have music playing in the background, words being pronounced and at times a surprise sentence. All three could sound at the same time at any given point. To build this properly should I use SoundChannel for all of these?
At the moment my code for the music loop is as so. The sound is in the library and exported for AS. Is this code fine or is it better to assign it to the SoundChannel class.
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?