ActionScript 3.0 :: Play Multiple Sounds From The Custom Positions (delays)?
Dec 9, 2009
I need to realize something like a multiple track player. The users can upload multiple tracks and start to play them together. My problem is to allow the user to define a start position of each track to allow a synchronization between them, something like this:
Track 1: start at [x] sec.
Track 2: start at [y] sec.
play/stop
where the user can input the x and y. I've tried with AS2 (using netstream and SetIntervall) and AS3 (using netstream or sound and timer). If I set the same x and y both tracks are playing simultaneously. But not if the x and y are different.
I need to realize a multiple-track player. The user can upload multiple tracks and mix (play them together). My problem is to allow the user to define an exact start position of each track to allow a synchronization between them, something like this:
Track 1: start at [x] sec. Track 2: start at [y] sec. play/stop
where the user can set the x and y. I've tried to realize it with AS2 (using netstream and setInterval) and AS3 (using netstream or sound and timer). Only if I set the same x and y both tracks are playing simultaneously.
I am making a slide show, for every image i want sound on it. For example if it the "Tiger" in the image, it says "Tiger". I have all the voice in .wav format.
Right now my slide show is xml based and in as3, i have made another attribute for voice.
Let me know how i can play different sounds for different images.
I have figured out how to play a sound with AS3, but i cannt figure out how to use multiple sounds. to play a single mp3, i am using this:
Code: //number that is redefined when the pause button is hit var pausePoint:Number = 0.00; //a true or false value that is used to check whether the sound is currently playing
[Code]....
but what I need to do is have 4 different mp3's, each with its own stop & play button, so the user can play any file they want. These are voice over reels, not music, so each needs its own set of buttons.
My project Home Page contains several 'heavy' instances on stage. So as to entertain a visitor while all they are loading I start preloading transition. However despite all my efforts my custom preloader delays displaying preloading progress for a while: althoug preloader wheel rotates, progress value displays as 0% for several seconds - from 1-3 seconds in normal browsers up to 5-6 seconds in Safari (which I consider to be worst one for Flash). if someone could clarify me whether I should listen for ALL the children loading progress so as to fix this issue or just never mind (e.g. every button on stage consists of two VideoPlayers, one TLFTextField, one Timer, two Sprites and one attached sound; now I'm listening for two VideoPlayers loading progress only...)
I have five different scenes all including three different buttons. When I test the buttons in "play scene" - all buttons sounds correctly in all scenes. But when I play movie, there is sound only with one button (the same button in every scene). I have looked for differences, but this button seem to have all the same parameters as the others.
I've 6 different movieclips on stage, with one main focal movieclip in the center. What i need is that when clicking on the surrounding movieclips they animate in to swap their position with the main focal movieclip, which then animates to take it's replacements former position. So after a few mouse clicks all of the movieclips could have had their position shuffled from it's original location.
I know i've seen a similar thing on a photo gallery where the current photo is swapped with whatever thumbnail is clicked on but can't seem to find an example.
Currently i have the positions of the movieclips controlled by variables, the animation handled by tweener, and can quite happily find the position/scale etc of the movieclip that get's clicked on, but can't figure out how to get the focal movieclips details as it might never be the same movieclip.
i want to have the same movieclip showing up multiple times at different locations on the screen. i don't want to create multiple instances just cuz it seems less "efficient", so it'd be neat if there's a way to do this.essentially what i'm trying to do is have a the user see the same movieclip but with different things on top of the movieclips, and if the user does something to do the movieclip in one location (ie: click to change a tile in the movieclip), i want that to take effect in all locations.i could just add event listeners to each tile in all the movieclip to have the same effect independent of which movieclip you click the tile in, but i'm hoping i can avoid this.
I'm building a game that will be using a bitmap to render the environmental scene. the bitmap is a black image with little green squares to indicate x,y place holders for tree locations as i render the scene. i was thinking of looping thru each pixel to find green pixels but this proves to be a performance hit when the image is 2500x2500. then i found what i thought was a handy little method called BitmapData.getColorBoundsRect() that will locate the position of the green box. It does this but it returns me 1 rectangle of all the green boxes inside.
I have thumbs placed on the stage. I create an empty mc to load swf. But my thumbs disappear from the stage when I test the movie ( html or swf) if I settle the _ and _y position of the empty mc.why the emptymovieclip positions affect the positions of my thumbnails?
I'm trying to make an application in cs4 that allows the user to move a stickman into various positions and then play back the sequence of moves. Despite the fact that I haven't even gotten that far yet I also would need an undo and redo button. I have a few ideas regarding this i.e. logging each body part's coordinates as the user moves them and editing the timeline through some sort of 'record' button and undoing by having some sort of array...none of which I know how to implement into actionscript yet.
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();
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;
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 have some background music playing on my website and when I click to play one of my FLV on the site I want to background music to mute. Also when the FLV is finish (complete) the background music back on.
how to do this, I'm a little rustly on this but know it is easy to do, seen it done many many times?
I have several swf file that will be loaded into the main swf file. In the sub swf file I coded & attached sounds and play it. And the problem is that when it is loaded in the main swf file the play/pause button won't work.
Is it possible in actionscript 3.0 to play chain of sounds (i.e. several mp3s)?Or should I manually start playing first sound, wait for SOUND_COMPLETE event, then start second sound and so on?
I am new to flash and have made a presentation in Flash 8 using preloaded presentation formats.i deleted all the codes in actionscript that were there in the template.Now when i publish my presentation, sounds of all screens start to play together in the first screen.
Working on a project with multiple sounds (all contained in different MCs) played by different key board events. Most of it works, but when I try to use simultaneous 2 button combinations to call upon a different sound, all 3 sounds play at once. The 3 sounds are as follows: the sound associated with the first button, the sound associated with the second button, and the sound associated with the 2 button combo. I've made several different true/false statements to override different events and states, but they don't affect the playing of the MCs. I've also tried using attachSound but I don't like the results I'm getting from that either.
How can I stop the first 2 sounds from being played, so only the 3rd sound can be heard?
im am using this script in my current movie to attach sound using acttion script it also has a stop/start button but i need to now how to add multiple sounds in this way.
In my app, scenes on the stage play based on user interaction, and are accompanied by sound clips that are loaded through a soundLoader class (see below). I can play the correct track from the model, but I can't figure out how to correctly write a loadTracks function that will proload all of the track options for a given scene, and then play the correct one based on what the user clicks without a pause. How would I preload and store those sounds in a way that I can use them when needed?
I have a website that has two flash items on it. I have a swf that calls mp3s that plays on the page load, and I have a FLV that plays on page load. What I would like to happen is: on page load the FLV plays when the FLV Finishes the swf starts to play the mp3s. What already happens is that the pages load in _blank pages so they are in new windows. This is good because while you navigate the site, the music from the homepage is still cycling through the swf's mp3 playlist. The problem comes in when you navigate back to the homepage from a new window, and the homepage is still open within the first window. That means that the video plays over, while the music is playing, and the music doubles up. Now the video playing isn't bad, it's that music is doubling up. Can't it sense itself playing a 2nd instance of itself on another webpage and stop it?
I want to push a button, and play through the entire array one sound at a time. When the first sound stops, the second begins, etc. all the way until the last sound plays. When the last sound finishes, all sound should stop, and if you push the play button again, it should start over at the beginning, and play through all sounds again.
I'm thinking the SOUND_COMPLETE needs to be used... I'm just not sure how, hence the empty function. I only want to have to push play one time to hear the entire array in a sequence.
var count; var songList:Array = new Array("test1.mp3","test2.mp3","test3.mp3"); count = songList.length;