ActionScript 3.0 :: Random Animation + Random Sounds + Background Music?
Feb 19, 2012
A background music looping in the back, that starts with the opening of the swf and never stops. I think I achieved that with this bit of code :import flash.media.Sound;
Finally I need to jump from frame to frame randomly to play various animations. For example :Project starts, background music starts playing, we hear random sounds played one after the other, while some animations can be seen on screen, playing in a random order.
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I'm working on an animation where I have my "dog" fighting the evil vacuum cleaner. I got most of it to work the way I want it to.
1) I have movie clips entitled pepper_mc (where my dog is supposed to be walking), swirl (where a swirly-type symbol is supposed to spin over the dead vacuum's head), and vacuum_mc (where the evil vacuum is supposed to have a swinging arm (called vacuumarm_mc) that I created using the bone tool). When I add them to the stage and test them, the animations within the movie clips don't happen.
2) I have background music that I'd like to stop playing at the end of the animation, but I'm not sure how to do that. (using the stop(); actionscript doesn't help).Where am I going wrong? I'm using Flash Pro CS5.
Here's the file --> Pepper and the Vacuum of DOOM!
I have created a simple soundboard, with multiple buttons that play sounds upon release. These sounds are embedded within the 'hit' frames of the buttons. Only one can be played at once, so this has been applied to each button:
on (press){stopAllSounds ();}
This all works as planned so far. However, I would like to have a background music feature that would be exempt from the "stopAllSounds" command and thus able to keep playing regardless of what buttons were pressed (or until a designated stop button was pressed).
I am working on a website that has 11 sounds in one frame. All of the sounds are external, meaning I have to call each one of them every time I want them to play, which happens when I click on specific MCs in my stage. Each MC I click all sounds stop and the new one starts playing. So far, so good.
But therein lies the problem: I want this to happen but keep background music playing. I have no idea where to start from.
im currently trying to make a game for a college project, im using flash professional 8, the game rquires a random sound to be played on a button click, but i have no idea how to do that? all my sounds have instant and libary names of sound_1, sound_2 ect and i currently have this actionscript in place on the button, the button is called play_sounds.
play_sounds.on(mouseDown) = function(){ var randNum = Math.ceil(Math.random() * 10); var mySound = new Sound();
I am definitely horrible at ActionScript'ing. So it's taking me a while to get anywhere.
I want to use a button to trigger random sounds (.wav & .mp3) from a folder. And is it possible to do this wihout taking into account the number of sounds in the folder (since there will be many and no set number). And is it possible to this without caking the file names into consideration?
What's I'm looking at doing is making a button that plays 1-20 different sounds at random each time the button is clicked (hit), and also have an image swap when that happens. A different sound and different image (the same 1 image per sound, not random images, just sounds "image1 goes with sound1").
So I've been messing around with some code to see if I can get a button to play a random sound from an array by using a function. However, I keep getting the error
TypeError: Error #1007: Instantiation attempted on a non-constructor. at Untitled_fla::MainTimeline/ClickHandler()
I am currently working on an assignment that requires me to add sound to a mobile game. This is fairly straightforward in many ways but I wondered if there was any way that I could add multiple sounds to a single movie clip or action?
What I really want to do is to have say three or four different sounds for the sound of a spaceship exploding in the game to create variety and stop the gamer getting bored of the same sound every time they hit a spaceship.
i had a project in my software design. it is "music games quiz" this is the scenario.. the music is random.(its working now) but my button (as 4 chooses) is the problem now. why? my question is, how the button would be random? so when the music is playing the button of the correct answer must be there also.
I have a question regarding the Random Background image/swf tut.
The AS that does the work is this: [AS]on (release) { choice = Math.round(Math.random()*5); switch (choice) { case 0 : location.loadMovie("image0.swf"); break;
I have this site[url]... and i want to make a random image background.so it is not always the same image. and at this point i dont need the radio buttons.
I have succesfully gotten the "loading a random background" to work. But now I want to try a couple of other things with it.I would like to adjust the size and alpha, which it isn't happening. And I would also like to repeat the the image (which was generated randomly) 4 other times on the page.So far I have place the random image and mask within a movie, and then placed it on the main timeline.That works great, then I am sliding same image from behind the first image to create a total of 5 images on my documento get the other 4 images on the main document have repeated the movie that holds the random image code, but nothing is showing up in the other 4 instances
What I want is something kind of like this:However, I don't want it to respond to the mouse at all. I just want random sized circles, on different layers, and different alpha values, floating around on their own.I could do in the timeline, with symbols and motion paths, but it wouldn't really be random at all. I thought it would be better in ActionScript.Can anyone point me in the right direction here? If I could even find a tutorial or example of creating basic random movement that would be great. I did find this:...but this isn't what I want either. I don't want 'jerky' movement. I just want them to float in random directions. That code also doesn't seem to be very flexible
how I can add a random background to my flash site. This script should generate a random background everytime someone views my site... Exactly like this site: [URL] Visit it 2-3 times to see how it does it.
I want to have a background that has random movie clips playing. Originally I was going to have long timelines with blank frames. Is there a simple a frame action that I can use that stops the playhead and makes it wait for certain amount of time and then plays?
I am trying to create random butterflies flying out of the frame and regenerating from the bottom.I have found your tutorial below helpful in getting them randomly fly out of the frame (and in correct direction for the graphic too) but I cannot get them to reappear from the bottom.
What would be the best way to get my random background to fade in? It is loaded using an XML file, and the images are large so when the site loads it takes a sec then... BAM - - image, lol.Heres my code:
I've just followed the Kirupa random loading background tutorial and I am getting a syntax error in the actionscript. I want the random loading swf's to load on top of the background, so I made the top layer the "location" movie clip with the actions to randomly load movie. The exact syntax error message I'm getting is as follows...Scene=Scene 1, Layer=location, Frame=1: Line 2: The JavaScript
In the bottom layer of my main movie, Id like to put a random background image which loads on entering the frame and stretches to full screen. I would like to use a preloader for the image so Im trying to load a swf using this which I found here:
[URL]
Code: choice = Math.round(Math.random()*5); switch (choice) { case 0 :
[Code]....
but I could not get it to stretch full screen. How do I get the externally loaded swf to stretch full screen and be able to resize via a listener from within my main movie?