ActionScript 3.0 :: Get Sound To Load From The Library?
Apr 10, 2008
I figured out how to get sound to load from the library in AS3, which is good, however I'm trying to do the same technique in another fla with different mp3s and i get the following error. WTF?
'Sound has no valid device sound path although exporting device sounds was requested in the export settings. This sound will be ignored.' You can check out my code below, anyone else thats run into this let me know.
I have been having some problems regarding loaded swf files (i'm using SWFLoader). The latest is that, when I load an swf that is supposed to play a sound, flex shouts the following error and the sound does not play:
I paid someone to write a Flash application, he did what I asked him, but there is one problematic aspect that he doesn't know how to approach:The application consists of many small mp3 files that have to be preloaded in the beginning. The problem is that is takes FOREVER for these files to load. I changed the server to a VPS and nothing changed.The programmer uses the load() function from the sound library to load the mp3 filesI installed an HTTP packet sniffer and found out that every file is being split to many small packets, 1.3Kb in size each. So for example a 76Kb mp3 file is loaded in over 60 requests!
I have an SWF that's 30MB. Sound files (music) make up 25MB, art and other things make up the remaining 5MB.
Would it be possible for me to load the 5MB of necessary art and other things first to allow the user to operate the app, then after that's all loaded and they are operating the app, load the remaining 25MB of sound files in the background?
UPDATE: Loading SWF (or other entities) externally is not an option.
I'm trying to load sound dynamically into a clip and then play it randomly. The AS I came up with works great if the sound is embedded and I use the .attachSound() method instead of loadSound(). Now, when I load it dynamically and use the code below, the sound plays very fast and at a higher pitch.
Code: var crows = new Sound(this); crows.loadSound("Raven.mp3", false); crows.setVolume(100);
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.
But with dynamic loading each sound stops when another sound is rolled over, so that there is only ever one sound playing at once. I need to load the sound into a different level or something, so that the first sound can keep going while the smaller, shorter sounds play over the top. this is my script below. The first sound loads when the movie starts. This is the one i want to keep playing. Then there are the smaller ones with rollovers. does this make any sense? there's actually 13 little sounds.
I´ve made a site for myself in flash (AS 2) and it works great. But one thing that I havent got the knowledge for is that I would like to have my own sound library.Anyway what I want is a xml updatable library, a simple list of sounds for visitors to download for free! A preview of the sound is also something that I need. The sounds are mostly very short sounds, so a rollover should work i think.[code]If there is someone here who would like to help me with this? Just to get me started. I fully understand if someone here thinks like, wow thats alot to ask for! how rude and so on, but if there is someone that maybe thinks that this could be fun or interesting and would like to give it a shot.
How can I edit sound from a timeline if I don't have the original sound file? When I right-click my sound in the library, I can't open it in any sound editor program. What do I do?
having real problems finding anything about fading in and out sound in flash, have searched for 3 days now and found mostly as2 related articles,i have the following
var myintSnd:introSound; var sndintChannel:SoundChannel; myintSnd = new introSound;
In Flash 10/AS3, I added some sound and it seems to be working alright, but I think I'm doing it wrong. I imported the sound into the library, but I believe that it's reloading it from the folder with the swf/sound. I'm loading them like so:
I have to play some sound on a webpage with javascript, and probably flash is the best choise, so i created an swf library with mi sounds wit swfmill [url]...[code]...
I'm creating a flash game where all of my library symbols, including my sounds, are contained in an assets movieclip on the second frame. The first frame is a preloader and it works fine, however, when I uncheck "export in first frame" for my mp3 sounds in the library I get the error:
1046: Type was not found or was not a compile-time constant: mySound
I have all of the sounds on seperate layers and they all have class names defined. I've seen quite a few threads that bring up this issue, but none that solve it. So, how do you preload a hefty mp3 from your library without exporting it on the first frame?
I am creating a program to play sounds from the library when a button is CTRL + CLICK. I have no problem if I play either of the two sounds on the first frame and then move to other sounds. However, if I navigate past the first sound buttons and try to play later sounds, I get: TypeError: Error #1009: Cannot access a property or method of a null object referenceat soundFile_fla::MainTimeline/playSound11()
I have made a couple of small animations in flash, that have sounds in them (attached to frames to play at the right time in the animation via the frames properties) and I want to add these into a different flash project to be used. The sounds play perfectly when I run the .swf's by themselves.
So I have added them into the library of the other project, and exported them for use in first frame, but when I add them using addChild and play them the sounds do not play at all?
I've run into some trouble with making a preloader for my flash file. First I went ahead and made an external preloader that loaded in the swf file - but then all my audio did not play (they are called upon as sound objects). Found this out because the file is loaded into the preloader but not the audio files from the library???
But if I put the preloader in the actual flash file it's kind of useless as it wants to preload all the audio on the first frame. Now I went ahead and changed it to load on frame 2 or 3 (using the publish settings to set "Export frame for classes") but now the audio will not play at all!
Are preloaders doomed to fail in AS2 when there is audio files being called within the library as sound objects??
I am trying to write some actionscript 3 code to play short sounds from the library, using a dynamically created string to load it. In AS2, I could do something like this:
mySound = new Sound(); mySound.attachSound("any concatenated string" + foo);
In AS3 however, the identifier is a class whose name, it seems, must be already known. Is there a simple way to 'attach' a sound using the identifier as a string in actionscript 3?
I'm building a shared library of sounds, but am having trouble referencing them in code in the swf that needs them. First I built the built the library and clicked 'export for runtime sharing'. Second I built another swf, went to file > open external library, and dragged and dropped the sounds I need into the new library. Third, I tried to reference it in as3 the way I would normally:
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 have a flash file with several frames. In each frame I need to play a sound file.I've added all the sounds to the library and done all the necessary steps to export for actionscript.Here's my code to play the sound in one frame.
var sound1:Sound = new Cal10101(); sound1.play();
This works great to play the sound. I am using buttons to move to the next frame. When I click the button to move to the next frame, I need the sound from frame 1 to stop and a new sound which would be Cal10102 to start playing.How do I stop the sound from frame 1 from playing when I go to the next frame?
I wanted to make live drums play with keyboard shortcuts. The problem was that MP3 is not good enough in this case (encoders adds random silence at beginning of the sound) and also flash itself makes delay (I tried use already buffered file with play specified_start_point_in_miliseconds)). So my solution is OGG (this format is gapless). I use compiled swc file from Adobe Alchemy library and simple frontend for it. Everything works fine, OGG file is playing, but its still much delay - no matter if its lodeaded external or as embedded, and if its first or n time. How to make sound play fast equally to key press.
Here is my very simple example code: import flash.display.Sprite; import flash.events.*; import flash.utils.ByteArray; import flash.events.SampleDataEvent; import com.mauft.OggLibrary.OggStream; import com.mauft.OggLibrary.OggEmbed; [Code] .....
I have a 'back,play,stop,next btn in my playa...how to call sound files from the library and play them each time I press the 'Next' btn & the previous sounds files played in order when i press the 'back' btn?