not sure what I'm doing wrong here, maybe someone can point me in the right direction. I use the following code to play a sound
[Code]...
so I have the var and the function in the main as, now in a mc, I also have an as3 layer with some mc specific code. If I want to call the beep sound declared in the main AS, I thought I could simply use the beepsoundplay();. Calls access to undefined property.
I want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
I have a bit of a problem with sound.. I have a main container animation with background sound that's loaded with soundChannel..I also have an externally loaded SWFs with Movie Clip buttons that have a sound ON ROLLOVER on the timeline..after rolling off - I place the:SoundMixer.stopAll();to stop the button from playing the sound once the mouse is rolled off.. However, the problem I'm running into is that it also stops the sound of the main container movie cli
I want to attach a sound to the main timeline (rollover sound) that i can call from on(rollover) button events. I will be attaching the same sound to several buttons.
I Have a flashmovie thats almost done and will soon hit the internet, but I want to add some animations into the website it�s two gears that I�m about to put at the bottom of the page and when a button releases in the main flashmovie the two bottom gears will turn a few frames and just stand still.These three movies are all separate (main movie, first gear and second gear).
It's a homepage designed in HTML and flash that has this "main flashmovie" in the middle of the screen, the size is about 1500(width)X800(height). And the gears is about 800wX200h placed at the left and right side bottom of the page. Dont worry the site is easy to apply to any screen resolution.I have been looking everywhere for any soul out there who suffering from the same problem but no success. Is it possible to script a button in the main movie to launch two separate movies in their own contents?
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 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.
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 want to use a sound loop in my flash movie. The movie has many scenes. And the problem is that when I go to next scene or different scene I hear the sound repeating twice. I mean sound does not stop from first scene and begins from the different scenes.Is there any way to play sound like "stop all sound" option in Flash.
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 am new to actionscript. I have created a script that will play server side sound object and client side mp3 files alternately. Now, I would like to play the client side mp3 first then only play server side sound object alternately. However, I have no idea how can I do so. The following is the code that need to be swapped:
I have a swf I am loading in and I need to be able to mute the sound of those soundChannels in the keyframes inside of the other swf. I have a mute button that I am toggling its visiblity on and off, one for mute one for sound. I need to be able to access the sound clip inside the external swf.
Is it possible to add 5 movieClip in the main timeline, and add for each movieClip a Sound object at frame 5, so that when I play the main timeline, all sound are played simultaneously. Because if I store all Sound object in array, and I do for example (see attach code). That's correct ? Because the play method of Sound class have may latency.
I have a few sounds on my main timeline for syncing to an animation. Does anyone know what code I would use to mute the sound on the main timeline?
FYI...I will not be using linking from the library for this project, the sound WILL be on the main timeline.
Here is some code which does nothing and traces undefined...so as you can see...I'm not sure where to go with this. I've placed a mute button in my file, but I need help on knowing how to control the audio.[code]...
I am trying to use a sound controller in a flash movie to play music and I am using loadMovieNum to load the sound controller movie at a particular point in the main timeline. I get the sound player to load up fine and the sound loads fine when a user presses play, but about a minute through the song the sound starts to play again, overlapping the song that is already playing. This happens with no user interaction...it just takes about a minute. I also noticed that it is only when the sound player is within one of the movies. It doesnt happen when the sound player is all by itself. Is there something in my movie that is making it loop over? What happen to the search that used to be at the bottom of the page?
I'm having trouble trying to manipulate music using buttons. I can't seem to make music1 autoplay and loop when the movie starts. I want to stop music1 and play music2 when I press a button:
music1 in main timeline button to change music is inside a movie clip so far here is the code I found on the internet but I'm not sure how I can change it to do what I need:
var mySound:Sound; var myChannel:SoundChannel; var isPlaying:Boolean = false; var isPaused:Boolean = false;
I have this script (below) and I'm using the next/prev button script to navigate back and forth. When I navigate back to the first page which has the actionscript code to load the music, it begins to load the song again and they overlap. How do I stop loading when song is already on?
var audio:Sound = new Sound(); var req:URLRequest = new URLRequest("MenuBackground.mp3"); audio.load(req); var channel:SoundChannel = audio.play(0,1000); var xForm:SoundTransform = new SoundTransform(); musicOn_btn.addEventListener(MouseEvent.CLICK, playSound); [Code] .....
[URL]about 30 seconds into this flash, there is an FLV of a computer screen. The problem is, when I pause the swf, the flv keeps going. How do I get around this?1. Is it possible to convert the flv to swf?OR2. Is it possible to control the flv from the main timeline?
The template of my flash presentation is created via scenes, each scene has a UI loader which opens the external swf for that scene. The UI loader loads the external swfs manually through the components inspector.
One of the external swfs has video, which when exported on its own loads the videos fine, however when I play the main movie, the videos inside this swf do not load! I did change the name of my main file but cant see why this would change anything as the external swf still loads the videos when exported on its own!
I'm building a website, in which the 'Gallery Page' has a link to an external swf file, which is a scrolling clip of thumbnails.
What I want to do, is create each thumbnail into a button, which will then play a Movie Clip from a frame located in the Main swf file. (So basically, each thumbnail button is a small photo, will play that photo in a large scale as a movie)
eg.
thumbnail1_btn needs to go to main swf and play movieclip1.mc, frame 1 thumbnail2_btn nends to go to main swf and play movieclip1.mc, frame 2
I've created a movie clip with an animation on it's own timeline 30 frames long. When I press 'Enter' while inside the movieclip the animation plays ok.On the main timeline, I have one layer 30 frames long with the movieclip symbol placed on frame one. If I press 'Enter' the main timeline play head moves to frame 30 but the movieclip animation does not play on the stage. If I press 'Ctrl + Enter' or publish to swf then the animation plays ok but I can't setup the stage how I want it without the animation playing on the stage. Do I need to just change a viewing setting (tick box in preferences) or is this related to AS3 or new CS4 inner workings?
I have created a main movie that includes 5 different movie scenes. Each scene is sequential in order 1-5 on the main timeline. I am trying to add two buttons, Pause and Play. I have added them to the main movie timeline but the have no effect on the 5 scenes.I moved the buttons into each scene and the buttons do work, however, it starts to play again if I wait long enough (seems like once the player reaches a new scene it starts the new scene).[code]
After a swf movie loads, is it possible for the main timeline to continue to play? Right now if I don't put a stop action where I call in my loaed movie, my main time line plays while the called swf file loads, and the end animation is off then.
I have an MC on the main timeline. i want this mc to play only when i roll over so i have placed this code one the MC:
[Code]...
This works without a problem. When i rolover the MC it plays and thats all good however if the animation is half way through and i rollover again the MC restarts. I would like to add a condition statment that only allows the movie to play if its current frame is at 1 or only to play if it isnt currently playing. I appologise if i havent explained it too well.
I have an audio player that I'm going to use. I've created 3 .swfs (one for each one). And I have it all set up in my main .swf It plays and stops and all that happy stuff. BUT, it is such crappy quality. The weird thing is that in each of the .swfs by themselves, the songs sound great. But when they play in the main .swf they suck. Like they sound horrible. Is there any way to correct this?
After a swf movie loads, is it possible for the main timeline to continue to play? Right now if I don't put a stop action where I call in my loaed movie, my main time line plays while the called swf file loads, and the end animation is off then.
I tried modifying the sound in Action Script but now I do not get any sound on the webpage, only hear the sound in preview on flash editor.It was looping sound on the web page and I did not want to have surfers having to hit the stop button. But I did want it to play just once.[code]
I have a "onRelease function" CODE: btn_4.onRelease = function () { var yTween = new mx.transitions.Tween(slider, "_x", mx.transitions.easing.Strong.easeOut, slider._x, 695 , 0.600000, true); } This works good but I like to add in a "onRelease" play sound, too. How it have to look like and where do I have to place the sound? Because: When I add in a new function "onRelease" both block each other.
I have two files as: A.swf and B.swf.[code]While I am playing B.swf then music is plays perfectly. While I load it to in A.swf then music in not playing.I don't want to change anything in B.swf like new Sound(this). I want actionscript code only for A.swf.