ActionScript 3.0 :: Loop Sound File In Specific Time Intervals?
Apr 25, 2010
I am having trouble creating a simple flash music metronome. Specifically, I can't figure out how to determine the position of a slider and use this position to determine how frequently to play a certain imported sound. I would also like to be able to display the tempo on the screen.
I have an f4v loaded through flvPlayback. after the video completes, is there a way to loop the f4v from 00:00:05:11 to 00:00:06:15? and have it do that loop endlessly.
Its seems a problem I am having is to do with setIntervals in a while loop. I clear what seems to be the interval but as another interval is started before the last one finish I then have multiple intervals. I can close them all down with this... for (i= checkImage;i>0;i--){ trace("clearInterval(checkImage) " +i); clearInterval(i);} But that ofcourse closes the rest down before they have done what I need.
I think my while loop needs to change? Here is the current while loop code.... function loadImages(){ while (imageWidthList[leftPictureNumber+imagesDisplayed] > 0 and xPosition +(imageWidthList[leftPictureNumber+imagesDisplayed]+(borderThickness*3)) < 700) { var img_mcl:MovieClipLoader = new MovieClipLoader(); linkLayer = this.createEmptyMovieClip("link"+(leftPictureNumbe r+imagesDisplayed), _root.getNextHighestDepth()); [Code] .....
Is there a way that straight after the setInterval and the loadClip the function watchMyImageLoad is run to completion before continuing in the while loop. What I have seen is that the while loop continues until the condition has been met and then all the intervals are run?
It feels like it's been ages since I've worked in Action Script (dissapointingly the demand just isn't there for me) and I'm really, really rusty.
I'm working on a Flash banner, and one particular part has 5 movie clips. I want each movie clip to fire off at separate intervals(i set it at 300 miliseconds per clip)
Here is the code I have written that works for two clips:
Code: //Animate each icon var timer:Timer = new Timer(300, 1);//create the timer timer.addEventListener(TimerEvent.TIMER, doNextTween); timer.start();
I am trying to loop a small sound file (wav file because I was told wav will loop seemlessly)...in any case, got the actionscript (2.0) to work with one simple button that acts as a start and pause... but yet, the file still doesnt loop.
what i'd like to do is create a button, and loop sounds in the "up" state of that button. the only problem is, that if i import the sound to the "up" keyframe and choose loop in the properties it keeps looping until the end of time. what i'd like though is it looping just in the event of the mouse being in the buttons' area. what should i do?
I am have written a flash "reader" which I use as an aid for language studies. Various narrations are loaded into a combobox via an XML file, and the user can play the selected narration in a "sentence mode", a "passage mode" (several sentences) or in "continuous mode". (I use Soundbooth to set navigation cue points at the beginning of each "sentence".)
I would like to add a "Phrase Mode" which would cause the player to play the sound file until it hits a pause / quiet spot. In other words, if the user selected "phrase mode", the player would play to the next spot where there is no voice for x period of time. He/she will then be able to select 'repeat' to replay the phrase or 'next' to play the next "phrase" - as with the other modes. I am using FLVPlayback to play the .flv files.
I want a movieclip consisting of a dynamic text box that, from the time it's loaded onto the stage, loads a randomly selected text string from an array, and continues to loop until the clip is removed from the stage. I also want the text strings to appear in the text box for random intervals between 500 and 3000 milliseconds.
While I've found tutorials here and elsewhere on loading one element from an array, usually triggered by a button, I don't know how to combine/alter it with the other elements.So I want this movieclip on the stage randomly flashing phrases from an array, some for a barely perceptible time, and others for a readable time.
Is it possible to somehow tell what scripts/intervals/onEnterFrames are still running in a flash file while viewing the .swf? I seem to be having some possible RAM issues with the .swf and just curious if there is a way to track this.
It appears my sound is off sync and the longer I play the movieclip, the farther off sync it goes. Its nothing too complicated, just some basic shooting sounds that fire every time I hit the space bar. My code is below:
The Attack() method gets called from another class that handles all keyboard controls.when it gets called the sound then plays.firesound and firesound2 are almost the same. firesound2 sounds a little off pitch to make it sound more realistic.At first the sound sounds pretty good, not great. but then it gets terrible as time passes.
I made a new .fla project. and I attached the following class to it by it self. so the following is the only code in the entire .fla project and the issue still occurs. I press the spacebar and the sound starts a day late.
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 have the loading audio file at frame one. However, I want to play the audio only at specific frame or frame lable. How do I do that? Below are my codes:
[Code]...
The above plays the sound as soon as the .swf file is loaded. But I want to play at certain point in time, say frame number or frame lable.
Is it possible to mute sound coming from a MC? as i have a music player inside a MC called musicBar thats on the stage, and just want to mute the sound of the music on a button press, but not any other sounds.What would be the code for this? i'm pretty bad with AS3 so i'd probably need the code pasted...Or i can attach the AS for the music player (the AS is located inside the musicBar MC) and someone call have a look at it? The player has volume control and mute, so the code for it could be used for another button,
name Opinion Tim Tim has an opinion John other random text Dan Dan's random text Al Al says something else
I call this data and get it back in
getRecords.lastResult
To access John's opinion, I could use:
getRecords.lastResult[1].opinion
But that's only because I know that John is the second record (record 1), but this may change. So the right way is to search through the results to first find the record index for John, then access his opinion.
I need some sort of a loop? Is there an easier way to search for John directly without a loop?
I'm working on a small project right now, and it consists of three toggle buttons that control various displayed data. I'm trying to make another toggle button, that once selected, will set the three existing toggle buttons to their "on" state. I'm pulling my hair out trying to target these individually through a loop. I'm currently working in the "//Begin Turn All On" section.
Code: //New Button Collection Embedded in Movie Clip mc"buttonCollection" var myBtns:Array = [buttonCollection.button1,buttonCollection.button2,buttonCollection.button3]; //Put all your buttons here
Because on some connections this can take quite some time, I want a link to appear after a specififc amount of time, say 10 seconds? Kind of like a, "loading too slow? Click here for whatever."
how to accomplish this within this loading code and frame?
I currently have a flv running on my home page which is about 5 minutes long. I am wanting to insert 'quick links' to specific times within the flv so that people do not have to watch it all they can quickly just click the lick and the flv will jump to that point.
is it possible to play mc in a specific time frame from the outside??
i'm actually making a card matching game and i'm having problem flipping the 1st card back if the cards don't match... i made 2 animation in 1 mc...the first one is to see the behind of the card...and the other one is to turn it back if wrong...
so is there a way that i could play the mc of the first card to frame 30 when clicking the 2nd card and they don't match??
I have a video that plays for 1.30 secs. After it has finished playing I would like to automatically load a MovieClip onto the stage, how do I create a timer element to this?
I have to quickly make a countdown timer for a website that counts down to a specific date & time (Not midnight). I need like May 4th, 2011 at 9:10 AM.I used a tutorial to create a timer that counts down to midnight but need to modify it to countdown to a specific time other than midnight.
var today:Date = new Date(); var currentYear = today.getFullYear(); var currentTime = today.getTime(); var targetDate:Date = new Date(currentYear,1,12); var targetTime = targetDate.getTime(); if (targetTime <= 0) { gotoAndStop(3); } var timeLeft = targetTime -
I have a video. First it loads. Then it starts from time that I want to. Also it stops from time i want to. But I want to load my video only from start time to stop time. How can I do this or which method can I use?
Because on some connections this can take quite some time, I want a link to appear after a specififc amount of time, say 10 seconds?Kind of like a, "loading too slow? Click here for whatever." how to accomplish this within this loading code?
I'm trying to figure out how to start a flash animation at 7PM PST every Tuesday PST this animation would signify a 'live chat.' I can't figure how to make it PST specific, or how to do automate it every Tuesday, and I'm not sure if it's possible with just AS2.0 and no php involvement. I looked up the "get.Timeshift" function in the help.
i'm having trouble finding the answer to a simple (I hope) question. I made a flash banner and have successfully added an action that will loop it 3 times, stopping on the last frame. Here is the code I entered in a separate action layer:
INSERTED A KEYFRAME IN FRAME 1: if (numberOfTimesToLoop<3) { gotoAndPlay(1); numberOfTimesToLoop++;
I have a banner with 4 MCs in it. Right now it starts automatically and loops endlessly. I would like the animation to play through 2 times, jump to frame 60 of the first MC and stop.