ActionScript 3.0 :: Play Sound File At Certain Frame Lablel?
May 14, 2009
I have the loading audio file at frame one. However, I want to play the audio only at specific frame or frame label. How do I do that? Below are my codes:
Quote:
//start of sound section is for sound
var soundReq:URLRequest = new URLRequest("FlashFiles/audioFiles/mySoundmp3");
var sound:Sound = new Sound();
[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 label. I want to be able to put all my action script on frame one (or one location) instead of all over the time line.
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 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.
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
I would like to play a sound every time I reach frame 2, but I'm a bit confused with the code. I read some tutorials, but they were about 2.0 and the 3.0 ones were poorly explained.
Let's assume I imported a sound named 'ping.wav'. What do I need to do to play that sound on frame 2?
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.
I would like to attach a sound to a .fla file that starts to play when the file is opened. I have created a button and would like to be able to use this button for a visitor to the site to mute the sound. So, I'm trying to accomplish two things, first attach a .wav file, then get the mute button to work.
var myVar:String = LoaderInfo(this.root.loaderInfo).parameters.myVar; var snd:Sound = new Sound(new URLRequest(myVar)); var channel:SoundChannel = snd.play();
Most of my flash movies have been reasonable sizes, but the one I'm working on now is kind of a beast. It's up against the 16000 frame limit, so I'm looking into ways to chop it up. The problem is that I need a way to keep my background music playing across multiple scenes or movies. Is there a way to start a sound file in one movie, and have it continue when another scene is loaded or when a second movie file is loaded with ActionScript?
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 have a flash file with about 20 different scenes in it. And in one of the scenes there is an audio file that is 15 seconds long. The sound is on a menu page so i only want it in that scene. But if you are on that page for less than 15 seconds and go to another page then it carries on the sound into the next scene and if you go to and from the menu page to another scenes in quick succession you get a build up of sound which is horrible.
I have a Flash CS4 project with sound that starts to play in the first scene, set to event/loop so that it plays all through the entire time.
But I have a piece of video with audio in another scene and I would like to have the sound file playing at a lower volume while the video is playing, then get it to return to normal volume when the video is over.
I have no actionscript at this point. Just timeline animations, etc.
What I have are several items on a stage and when they are clicked I want to capture their names so I can use it to play a sound file that relates with the object clicked. For example: say I have a square, rectangle, and a square on the stage and when the user clicks on "triangle" it would play the sound "triangle_snd". This is what I have so far and the error I am getting from it.[code]...
Pause and Resume external SWF sound filesI have this code that plays the sound through linkage. It reside in scene1.fla -> scene1.swf.
var mc:MovieClip = this.createEmptyMovieClip("mc",1);var myLoop:Sound = new Sound(mc);myLoop.attachSound("bg_sound");myLoopVolume=0;myLoop.setVolume(myLoopVolume); mc.onEnterFrame = function () { if (fadeIn01==1) {
I need to know how to load and play a sound from within a CLASS definition file. I know the normal way of doing this, but Flash MX rejects that syntax, so there must be some special way of using sounds in a class file.
I need to know how to code for "if the score increases by any value." So, if the score goes from 0 to 1, the sound plays ONCE. If it increases from 1 to 2, the sound plays ONCE again.
the method for stopping/playing sound in 2.0 don't work for 3.0. i can stop the sound by going to a different page/frame on the site.but i want the buttons.
I'm new to Actionscripting and I want to add a sound file to my project with controls to stop and play and a volume slider. I'm using this actionscript for the controls. It works but right now you need to click the play button for it to start. Is there a different way to write it so that the music starts playing when the scene starts, and then the user can stop or play it again and change the volume?[code]
Drag and drop game. I'd like the instance to tint red when rolled over after it's been successfully dropped. I'd also like to play a sound file when clicked after successful drop. Here's the code:
ActionScript Code: addEventListener("dropped", dropper); function dropper(e:Event):void {
I have created a SWF file that plays/stops sound. The SWF file works great when previewed in Flash CS4, but does not work when inserted in the HTML file.Here are the 2 files that are automatically generated when I INSERT>MEDIA>SWF in Dreamweaver CS4:
swfobject_modified.js expressInstall.swf Here is the ActionScript3 that I am using in the Flash file:
I have 2 flash files, one with an intro and the second that just has a document class file that plays out a snake game. How could i import that document flash file and make it play out on like frame 100 off my other flash file.
i want to make a single button to play a sound, and if pressed again, stop the sound. and if pressed again, play the sound, and so on... i know it has to be made with a boolean variable, true/false, but i just can't figure out how.
In my file, I have an introduction playing over and over. When someone hits the "K" button, I need the file to immediately go to and play a frame labeled "waterdepth". What am I missing below? I keep getting an error saying that "keyboard event cannot be loaded."
I'm trying to add sound to some buttons. It's just a little metallic 'klink' sound that plays on rollover. I only want the sound to play on the 'Over' state. So I've set up a layer (just for sound) for the button and I add my sound in the 2nd frame (the Over state). Everything is cool. All is good. And the sound plays on rollover. But the sound also plays when I click the button (i.e. it also plays on the "Down" state). Why? The Down state keyframe is completely empty. What's going on here? I've only put the sound in the "Over" keyframe, why does it also play in the "Down" frame (or when I click)?
i have a movieclip on stage. it has 3 frames but is stopped with "stop():" so it only shows the first frame on mousedown i want it to play frame 2 for a duration of 1 frame then frame 3.
This is a snippet of some code I'm working on. Currently I have a mc that you press that plays another mc. That mc that reacts has 5 frames, each frame with stop(); on each frame. I do a normal play code because it lets me play through and cycle back to frame 1 after frame 5 (so if I click the mc it eventually cycles back to the first frame and starts the process over again). If I do a nextframe it stops at frame 5, so that's why I use play.
press_mc click on it and it tells mover2_mc to advance a frame and recycles back to frame one to redo the process.Can I tell press_mc to play and skip a frame or to have it play a list of frames that I tell? I can't do a _currentframe +2 because it'll halt at frame 5.