I've been trying to get sounds to work in AS3 I've been importing them and applying Linkage as you do but for some reason they haven't been playing, or only one plays when called.[code]
I want to trigger a sound from my Library (linkage is: INM_Alarm). I have a problem with the code below. When I click the button a second time the sound should stop, but I get an error like this: TypeError: Error #1009: Cannot access a property or method of a null object reference. at M_fla::MainTimeline/alarmFunction()[M_fla.MainTimeline::frame1:48]
Code: alarm_btn.addEventListener(MouseEvent.CLICK, alarmFunction); var sndAlarm:SoundChannel; var alarmPlaying:Boolean = true; function alarmFunction(evt:MouseEvent):void{ if(alarmPlaying){ var sndAlarm:INM_Alarm= new INM_Alarm(); sndAlarm.play(); [Code] ......
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
im using stopAllSounds();command to mute all sounds, and it works fine with sounds that are already loaded (background music), but if there is button which triggers some new sound (after activating mute button ) or any other function to import new sound object you still can hear it despite stopAllSounds();.which command to use to permanently block all sounds already loaded and those which can be triggered by future actions.Now i have stupid situation> background music is muted but you can still hear sounds when cliclking buttons (which is ok but NOT in muted stage).
I am working on a game that involves a play head (called playHead) moving along the screen and when it encounters various movie clips it triggers a sound to be played. It is all going well except that the sound seems to want to play more than once, so there is a staggered wierd sound. Is is possible to make the sound only play once and also it needs to play until the the sound has finished. (the sounds are all very short).Here is the code:
onClipEvent(enterFrame){ if (this.hitTest(_root.playHead)){ _root.sound15.stop(); _root.sound15.attachSound("over"); _root.sound15.start(); } }
When I updated my Flash website I added new sounds to all buttons on the site. I also animated the main section buttons with a movie clip in the "over" frame. I added sound to the "down" frame of the animated buttons in the same manner that I added sound to the no n-animated buttons. When I click on one of the non-animated buttons and release, the complete sound plays.When I click on one of the animated buttons and release, the sound stops the instant I release the button. If I click on one of the animated buttons and do not release but continue to press the mouse button, the entire sound will play. How can I make the animated buttons behave like the non-animated buttons and play the entire sound even though the button is released?
I need a flv with two sound. I want to load load two different sound for one flv file. For example I want to load my flv file in frame 1 with sound 1 then I want to load my flv file in frame 2 with sound 2. How can I do it?
i load external swf to the main movie. They all have sound. Have no problem to stop sound of the main movie (by the behaviors), but it doesnt stop the sound of the external one. What AC should be used to stop all sound, external and internal?
Im preparing a Flash piece that includes several audio files. I imported the audio successfully but for some reason when I play the swf, the audio sounds tinny. I set the settings to speech compression and synced to stream. Some of the audio files were edited in Soundbooth to add silence at the beginning of the audio files. HOwever, all files (edited in Soundbooth or not) sound tinny.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. All I have been able to do is to play 2 sounds at the same time, but I cannot do it with 3 audios or more, they don't go synchronized. JamStudio.com does it perfectly, I've been researching and researching and I just don't know how to do it! How does JamStudio.com synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or are they using something else?
I participate in a important project right now and I have to implement a class that manages music and sound.The project that I'm making is developed in AS3 using the Flex enviroment.Is there a "best approach" or only different ones?
ask:i want to create an audio sequence.there are 8 predefined sound-starting-points in the timeline.for each starting-point, the user can select wich sound is played (dropdown menu).when the user made his choice for all the 8 bars.actionscript should gather this information and create a fluid sequence of these 8 sounds.then there will be a "play" button available for the user to start the sequence.the sounds don't have to be synced to a button or so.there is time for actionscript to put the sequence together.problem:when i put two sounds directly one after another in a movieclip, there is no delay between the sounds, which is exactly what i want, but i can not control which sound is played through actionscript.when i use actionscript, there is a delay between the sounds.here is what i tried with as.this is placed in the frame where sound2 should start
if (_global.Sound2 == "Piano" { var SoundA:Sound = new Sound (); SoundA.attachSound("Piano.mp3");
I have several sounds, how can I play them one by one. When I just use play(), the sounds play simultaneously. I also tried to handle SOUND_COMPLETE event, but it doesn't work.
I have an AS2 .swf that I'm loading into an AS3 file. The AS2 .swf uses the old AS2 Sound Object, which of course works fine when I play the AS2 .swf directly, but when I load it into the AS3 file the sound stops working. Everything else in the AS2 .swf works fine. I'm loading the AS2 .swf with this:
Code: // Load AS2 .swf into AS3 holder var myMC = new Loader();
I want to add a lector in every frame with question. Everything works fine if i have 3 sounds of lector. When i add next, more then 3, in 4 frame sounds starting overlap on self.I dunno why, there is no error or warning. Funny is, if i change positions of sound for example add lector to 1,4,5 and 6 frames, overlap starting at frame 6 and next ones. I solved this problem by playing sound with AS3.
Here is a code: Code: var soundReq:URLRequest = new URLRequest("1.mp3");
Now all of my sounds are playing at once! Each symbol has its own MP3 file in it (MP3 file names are the same as the symbol names for ease, so smokescene.mp3 goes with smokescene and etc.)
import flash.events.MouseEvent; // make the characters invisible birthdayscene.visible = false; dancescene.visible = false;
On a movieclip I have a sound that plays whenever the movieclip is dragged over the right object. It works but the problem is that it lowers the volume of the background music (which I don't want). I think that if it were possible to change the type of sound using ActionScript to an Event sound it would work.Here is the code:
ActionScript Code: unlocking = new Sound(this); unlocking.attachSound("unlock"); unlocking.start();
I want to have some way that an action could be carried out when somebody makes a noise i.e If a microphone is attached to the computer and somebody coughs then flash will move to the next frame.
I would like to add sounds to a button, so when I roll over it, it plays the sounds. The thing is I would like the sound to be programmed in AS3, not imported like normal.
I have a main movie loading a SoundMC which loads 12 swf's that contain mp3's with preloaders in each swf.
example LoadMovie("swfName","_level10")My issue is that when the swf loads it will load in the top left corner of my movie. So I put it inside of a movieclip and tried to attachMovie("clipname")setProperty._x = x; setProperty._y = x; but no Love. Should I put this in the Main timeline or in the SoundMC timeline or not use it at all?
How would I switch between 2 sounds in Actionscript?I need something where depending on a Boolean, a certain song is playing (a loop) and every time you switch, it saves the time so when you go back,instead of it starting at the beginning,it starts where last stopped.Say I was playing Sound one and stopped it at 0:25.And when I went back to Sound one it started at 0:25.
can somebody explain me this 32 sound channel limit, i am not sure i quite understand it..does this mean i cant play more than 32 sounds at once, or i cannot externally load more than 32 sounds (without actually playing more than 1 in any given time)?i am saying load because i am planning on preloading multiple sounds and have them ready for playback as soon as i want.
I am trying to defeat my psychological block with dynamically loaded fonts in AS3, and I have an annoying problem. I am creating a clock with a textfield and I am loading fonts from a SWF library: the available classes/linkages are "Arial", "ArialBold", "MyriadPro", "MyriadProBold" and "Verdana".This is the line where I get the class from the SWF, and it extracts the class correctly
Code: clock = new Clock( { fontClass: assetsLoader.getFontClass("skin", "Arial") } ); The constructor...