ActionScript 3.0 :: Play Sound In The Library?
May 13, 2009I have a sound in the library. I wan to play it using AS3. How can I do it?
For example. I want the sound to play when a functions is triggered.
I have a sound in the library. I wan to play it using AS3. How can I do it?
For example. I want the sound to play when a functions is triggered.
In Flash 10/AS3, I added some sound and it seems to be working alright, but I think I'm doing it wrong. I imported the sound into the library, but I believe that it's reloading it from the folder with the swf/sound. I'm loading them like so:
[Code]...
I have to play some sound on a webpage with javascript, and probably flash is the best choise, so i created an swf library with mi sounds wit swfmill [url]...[code]...
View 1 RepliesSo, in actionscript 3, how can I play a sound from library when someone clicks on a button?
View 12 RepliesI have a MediaPlayback component on stage, i have a sound with linkage name "sound1" in the library;
Why mediaPlayback.contentPath = "sound1" wouldn't work?
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 a 'back,play,stop,next btn in my playa...how to call sound files from the library and play them each time I press the 'Next' btn & the previous sounds files played in order when i press the 'back' btn?
View 1 RepliesI am working on a game, made with Flash (using AS3) The game has a fast ball and when this ball hits an object it has to make a sound... but the sound starts with delay (so the ball is far away when the sound is played).This sound is edited by me and it hasn't got any silences at the beginning.The method i'm currently using is the simplest one:
public var sonidoPuntos1:sonidopunto1 = new sonidopunto1()
and then...
sonidoPuntos1.play()
I am trying to introduce the file into a ByteArray and then playing it from there...
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)?
View 1 RepliesI´ve made a site for myself in flash (AS 2) and it works great. But one thing that I havent got the knowledge for is that I would like to have my own sound library.Anyway what I want is a xml updatable library, a simple list of sounds for visitors to download for free! A preview of the sound is also something that I need. The sounds are mostly very short sounds, so a rollover should work i think.[code]If there is someone here who would like to help me with this? Just to get me started. I fully understand if someone here thinks like, wow thats alot to ask for! how rude and so on, but if there is someone that maybe thinks that this could be fun or interesting and would like to give it a shot.
View 4 RepliesI 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.
View 6 RepliesI 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.
View 3 RepliesHow can I edit sound from a timeline if I don't have the original sound file? When I right-click my sound in the library, I can't open it in any sound editor program. What do I do?
View 3 Replieshaving real problems finding anything about fading in and out sound in flash, have searched for 3 days now and found mostly as2 related articles,i have the following
var myintSnd:introSound;
var sndintChannel:SoundChannel;
myintSnd = new introSound;
[code].....
I am looking for a good and simple as3 library that can help me manage sounds in a Flash app I develop.
I need something that will hold my sounds (not more than 25) and when I call certain sound to play it should play it.
I figured out how to get sound to load from the library in AS3, which is good, however I'm trying to do the same technique in another fla with different mp3s and i get the following error. WTF?
'Sound has no valid device sound path although exporting device sounds was requested in the export settings. This sound will be ignored.' You can check out my code below, anyone else thats run into this let me know.
[Code]...
I'm creating a flash game where all of my library symbols, including my sounds, are contained in an assets movieclip on the second frame. The first frame is a preloader and it works fine, however, when I uncheck "export in first frame" for my mp3 sounds in the library I get the error:
1046: Type was not found or was not a compile-time constant: mySound
I have all of the sounds on seperate layers and they all have class names defined. I've seen quite a few threads that bring up this issue, but none that solve it. So, how do you preload a hefty mp3 from your library without exporting it on the first frame?
I am creating a program to play sounds from the library when a button is CTRL + CLICK. I have no problem if I play either of the two sounds on the first frame and then move to other sounds. However, if I navigate past the first sound buttons and try to play later sounds, I get: TypeError: Error #1009: Cannot access a property or method of a null object referenceat soundFile_fla::MainTimeline/playSound11()
View 5 RepliesI have made a couple of small animations in flash, that have sounds in them (attached to frames to play at the right time in the animation via the frames properties) and I want to add these into a different flash project to be used. The sounds play perfectly when I run the .swf's by themselves.
So I have added them into the library of the other project, and exported them for use in first frame, but when I add them using addChild and play them the sounds do not play at all?
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:
[Code].....
i was looking into if there is anyway to work with sounds using actionscript?Basically im looking for something that
* Plays a sound in the library on loop
* stops that sound
* mute that sound (so it's still playing but cant be heard)
* unmutes that sound
the idea is so i can spread out this in scripts instead of in the frames.
I've run into some trouble with making a preloader for my flash file. First I went ahead and made an external preloader that loaded in the swf file - but then all my audio did not play (they are called upon as sound objects). Found this out because the file is loaded into the preloader but not the audio files from the library???
But if I put the preloader in the actual flash file it's kind of useless as it wants to preload all the audio on the first frame. Now I went ahead and changed it to load on frame 2 or 3 (using the publish settings to set "Export frame for classes") but now the audio will not play at all!
Are preloaders doomed to fail in AS2 when there is audio files being called within the library as sound objects??
I am trying to write some actionscript 3 code to play short sounds from the library, using a dynamically created string to load it. In AS2, I could do something like this:
mySound = new Sound();
mySound.attachSound("any concatenated string" + foo);
In AS3 however, the identifier is a class whose name, it seems, must be already known. Is there a simple way to 'attach' a sound using the identifier as a string in actionscript 3?
I'm building a shared library of sounds, but am having trouble referencing them in code in the swf that needs them. First I built the built the library and clicked 'export for runtime sharing'. Second I built another swf, went to file > open external library, and dragged and dropped the sounds I need into the new library. Third, I tried to reference it in as3 the way I would normally:
[Code]...
I want to access a sound from the library of a movie which I have loaded in to another movie.In the loaded in movie I can use this on the timeline
var mySoundChannel:SoundChannel;
var mySound:Sound = new Speech;
mySoundChannel = mySound.play();
but I don't know how to write this from the parent movie's timeline.
I am using attachSound to attach multiple sound through the library into different variables. But when I try to use setVolume, I get the same volume for all the sounds playing at that time.
View 8 RepliesI wanted to make live drums play with keyboard shortcuts. The problem was that MP3 is not good enough in this case (encoders adds random silence at beginning of the sound) and also flash itself makes delay (I tried use already buffered file with play specified_start_point_in_miliseconds)). So my solution is OGG (this format is gapless). I use compiled swc file from Adobe Alchemy library and simple frontend for it. Everything works fine, OGG file is playing, but its still much delay - no matter if its lodeaded external or as embedded, and if its first or n time. How to make sound play fast equally to key press.
Here is my very simple example code:
import flash.display.Sprite;
import flash.events.*;
import flash.utils.ByteArray;
import flash.events.SampleDataEvent;
import com.mauft.OggLibrary.OggStream;
import com.mauft.OggLibrary.OggEmbed;
[Code] .....
I embeded an mp3 into a movie clip, and the source mp3 is professional quality, yet the embedded clip sounds horrible.
Is there a way to toggle any settings when importing a sound clip into the library?