ActionScript 3.0 :: Playing A Sound File And Graphic Positioning In The Same File
Dec 15, 2009
I have a problem that I have not found a syntax error or logic error to explain. It appears to be an obscure problem related to playing a sound file and graphic positioning in the same file. My next step is to look for any known bugs. I have posted the file at. URL] When the page loads you will see a list of selections. Do not click any of the html Play buttons In the graphic arrow pointing to the right is the play button click it and a default file will start. Click the pause button (which will be green while the selection plays) Then click the play button again. The knob that moves while the song plays, will begin moving from the position it was at the time pause was clicked.
Click the stop button (arrow facing left with vertical line at tip) Choose a selection from the html list by clicking the Play button next to it. Then click the play button in the player display. The title of selection will appear in the title area. repeat the original steps (play, pause, play) This time the knob that moves while song plays, snaps back to the start and moves from start, rather than from the pausedposition.
I am trying to get my flv file to start playing when the page is loaded with no sound, but I am have no luck. The flv file starts playing fine with the sound on, and I can turn the sound off with my volume controller, but I need it to start playing with no sound.[code]...
can I de-crpypt a streaming file, (assuming that i encrpyting this file on the server side during upload) , in flex before it being processed for playing.
I've got a game I made just to play with AS3. But I'm having an issue with the sound. Playing the swf file will play the sound, but when embedded I hear nothing. The code for calling the sound:
Is there a way in AS3 to determine if a loaded sound file is still playing or not? I need to start an animation when a sound starts and stop the animation when the sound is done playing.
I have a problem with sounds in this movie. I have a sounds file that I would like to play as soon as the movie is loaded, but I dont want it to stream because I want to loop it and I want it to be done with AS. I saw a Tutorial where the sound would load as soon as the movie started but it wouldn't play until the play button was pressed. I want the song to play as soon as the sound is loaded. The Tutorial is Creating a Volume Control Silder. [URL]
I am currently designing an interactive magazine through flash and was wondering if there is any way that the user of the magazine upon opening it can be prompted to record their name and then have that voice recording played back when they perform certain actions while interacting with the magazine?
does anybody maybe know how to track/trace the current position of a sound file while it is playing?So that it is updated every frame or second?I figured something with trace(sound.position) onEnterFrame, but didn't succeed in realizing this yet.
I am having an issue where if I import a graphic to the library or directly to the stage, it causes my movie to stop on frame #1, even though the graphic is on frame #40. I have tried a .png, .jpg, and .psd and they all cause this behavior. I have put other graphics in and never had this issue.
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.
Created an mp3 player that works fine, but i need the track name, artist name, track timer, to be shown aswell?and i dont have a clue how do go about doing this.
i'm trying to play flv file using programming but problem it's only work with only html file.when i play with stand alone SWF File it's not playing flv file? what should i do to run as a stand alone application do i've to desing into Adobe AIR ?
i have a button that when it is pressed plays and loads an external flv file. this part works fine but directly after the flv video is finnished i want to load in an swf file. does some one have an idea how to do this? first show flv and then load swf? this is the code as it looks now..
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.
I'm using Flash CS3 to build a simple drawing application. When the user clicks a button, they select a particular movieclip. After clicking elsewhere on the stage, the clip is instantiated and added to the stage at the position of the cursor. I've also added the option of being able to click on the added clip and drag it around on the screen. And this all works fine.
The problem is that I also want to be able to dynamically draw and add objects to the stage via the Graphics class. Whenever I add objects in this manner, their x and y coordinates are always 0,0 no matter where I place them on the stage. This makes positioning these graphics very very problematic. I created a modified positioning function specifically for these dynamically drawn graphics and while it does "work", it feels less responsive than the positioning for movieclip objects. I'm still trying to optimize this function, but it seems to me that the ideal solution is for the graphics to have non-zero coordinates when placed in the middle of the stage like movieclip objects. Is there some "workaround" to achieve this?
I have AS3 project, made with FlashBuilder. I'm using MovieClips from an external .SWC-file. In a MovieClip from the .SWF-file, I want to use an audio-file. Is it possible to preload a sound-file (e.g. .MP3) in my FlashBuilder project, and access it in a MovieClip inside the .SWC?
I have some animation (programmatic, I'm NOT using keyframed animation in timeline), and some music I want to play in the background. Once the music file reaches the end (about 30 seconds long), I want to trigger the end of the animation functions.I figure I could either use an actionscript timer to trigger the end of the animation or a keyframe with actionscript that is placed on the timeline near the end of the song but these methods assume knowledge about the duration of the wave file. If I changed the framerate or updated the external wave file, these triggers would possibly no longer sync upIs there some sort of event listener or other detection method for an audio file to signal it has finished playing? Or maybe there is a way to get the duration of the audio file to use in the timer
I'm creating a side scrolling presentation that has logos from different companies moving from the right to the left of the movie. The images are high resolution, but the type becomes unreadable when they are in motion. Is there a way for me to have a smooth image from beginning to end without a loss in image quality? Here is the presentation: [URL]
I'm having some trouble getting the following code to work - trying to use the new Sound.extract() function to get two seconds of a Sound into a ByteArray, and then create a new bytearray with a WAV header, and then output the file. The resulting 'test.wav' file sounds very wrong although slightly recognisable? I think I may have some of the WAV header settings may be wrong but I'm not quite sure what's the matter and after a long time scratching
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
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'm trying to make a minigame in Flash about a mosquito getting smashed and I want the mosquito sound to pan as if it was in front of the player (so if the mosquito is at the right of the screen pan would be 1, and -1 in the left).Problem is, I can only use the sound transform in the play method, which leaves me with many sounds playing if I want to update the position of the mosquito (which happens on enterframe, 24fps).
I have a sound clip that I'm loading externally into my flash file. The code I'm using looks like this and is placed in the as layer on the first frame,
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); var lastPosition:Number = 0; mySound.load(new URLRequest("introaudio.mp3")); myChannel = mySound.play(); [Code]....
I am creating a game that has 6 movieclips all on the main time line of the game. Each movie clip has three buttons that when clicked plays, pauses or stops a sound clip.When I press any of the sound clip play buttons that sound starts playing, the problem is when I click any of the other sound clip play buttons those sounds also start to play. Is there a way I can disable the other sound clip buttons while the current sound is playing then enable all of the buttons when the current sound has stopped.
This is the code that creates one of the sound objects
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
I have created fla file in cs4 which is 1 minute long.
However when I try to export it as an avi only the last fifteen seconds of the video actually play. The avi is still 1 minute long but the first 45 seconds is just a white screen.
I'm only converting it to an avi so that i can subsequently convert it to an flv and put it into a player on my site.
Does an FLV need an accompanying javaScript file in order to play within an HTML page? How do you generate this or get a hold of this javaScript file if that is the case? I'm told you do not actually publish the file in order to get it to play / work.
So far, I have the FLV, the HTML page (where it's been inserted), the "skin" SWF and the movie in SWF also.
I am fairly new to Flash and working with MX 2004 with Flash 2. I have tried several methods to play an external .FLV file. Some ideas from this forum and some from the Flash help system. Either I don't understand them and/or I am not implementing them correctly but nothing has worked. I have read of an FLVPlayback component and my system has a MediaPlayback component in the Component window. I have also seen yards of actionscript to play such files. Can anyone supply me with a basic/simple method, with code/example or buttons-to-push if necessary, to have an .SWF play an external .FLV via my MX 2004 system?