ActionScript 3.0 :: Sound From Timeline Keeps Playing
Feb 5, 2010
I have multple sounds attached to my timeline. When I jump to another frame where the clip doesn't exist anymore the sounds keep playing. All of them are played. Even SoundMixer.stopAll()doesn't help.
I have a small sound effect (less than 10KB) I have placed on my timeline. When I test it directly in flash, I can hear the sound effect, but when I CTRL + test my movie, I can't hear the effect?
I've run into a bit of a problem using Adobe's CS3 flash program in terms of lip syncing... I can place the sound files in the timeline at whichever point I like and so forth, but I have no way to play them in such a way where I can adequately make lip syncs. It's hard to explain, but in flash MX I would merely click the timeline, drag the cursor along it, and it would play the sounds as it did the frames, one piece at a time. That way I could tell where the consonants were and therefore where to change my characters' lips. This is not the same as simply hitting "enter" and letting the sound play in its entirety.
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
So I made a few buttons with sounds within them and when I publish it they work just fine. But what I want them to do is;
Say I click a Button.The sound starts playing.Then I click it again, before the sounds done playing.I want it to stop the playing sound and start playing the button I just clicked on, whether it be the same button, or a different one.Right now it just ends up sounds like an echo because it'll play it as many times as you click it.
I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:
var soundBytes:ByteArray = new ByteArray(); var mp3sound:Sound = Sound(new Sound1_design()); // this is the embedded sound mp3sound.extract(soundBytes, int.MAX_VALUE);
[Code]....
This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).
I am loading small sounds dynamically with the loadSound command. These small sounds are activated with a rollover. see script below. This works ok. however. i want the first sound to keep playing while the rollovers load sound. a bit like playing the piano. This works ok when i import all the sounds into the library and place them on their very own button. however the size of the flash movie increases to 140k. whereas when i load them dynamically the size of the movie is 20k. obviously i want to load dynamically.
But with dynamic loading each sound stops when another sound is rolled over, so that there is only ever one sound playing at once. I need to load the sound into a different level or something, so that the first sound can keep going while the smaller, shorter sounds play over the top. this is my script below. The first sound loads when the movie starts. This is the one i want to keep playing. Then there are the smaller ones with rollovers. does this make any sense? there's actually 13 little sounds.
ok so i have a button that plays an animation for fire when held down. and when realsed goes to and stops and frame one. when it reaches the end of the time line it goes to and plays at frame 10 and goes back to the end of the timeline. I have a sound for the fire animation that plays for the effect. The problem is the sound keeps going untill its over even if the button isnt held down. and when the playhead reaches the end of the timeline it goes to and plays and frame 10 and it replays the sound. if i hold it down it will just keep playing the sound over and over from start to finish. what i want it to do it when i hold the button down i want it to play the sound and when released it stops the sound where ever it is at. I also dont the sound to play again if there is a sound already going to stop it from playing 20 sounds at one time it gets loud and you need asprin after about 5 seconds of that.
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 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 am trying to embed some sound controls, and have hit a dead end. I made my play and stop buttons, imported my mp3,, assigned it proper linkage, and inserted this AS2 :
[Code]...
The buttons are named "play_btn" and "stop_btn" respectively. When I export it or preview it, hitting the play button does not do anything.... I hear no sound. What could be up with this?
Im making an animation and in the 3rd scene i have a deer that screams and the sound plays way to early. I had to drag it out way past the frame where it opens its mouth for it to play at the right time.
I have no idea whats wrong this has happened before. I really dont want to have to guess on where to put the sound for everything a character says.
Back to my nightmare project, I've embedded sounds in the project that play based on certain user actions. They play fine for me (PC), but my customer is telling me they don't work for her (Mac).Would there be ANY reason a sound would play on a PC but not a Mac?I've told her to update her Flash player to make sure it's current and to make sure her speakers are on and the volume is up, but no sound.Okay, the REAL reason this isn't working is user error based on everything else I'm told that's happening and not happening, but I need to cover my bases and see if there really may be a reason sounds won't play on a Mac.
I have a playhead that moves across the screen and when it hitTests a movie clip it plays a sound. all is working fine except that it will only work the first time it is played. The playhead is controlled by a button. I am working in Actionscrpt2. Here is the code on the movieclip:
onClipEvent(enterFrame)[code]....
In the begining I was having trouble because the hitTest was playing the sound over and over but the above code sorted that out. I think that the new problem was created by fixing the old one.
I want to achieve the effect of a computer startup. IE, it only plays -once- and then doesn't play again for the rest of the time, even if the user comes back to the same menu. How do I get Flash working that way? I've tried variables to no effect... it doesn't want to change the variable condition.
I have another one to get off my chest.I am basically doing a spinning wheel game - i want the sound to play each time the Stopper hits a new prize section of the wheel.In my code, from my EnterFrame function, i call my playSound function but the sound file just never plays .. i know the function is being called as i can see it in trace.I suspect that because the EnterFrame is constantly being called, that the sound file - because it has determined it won't complete - it ignores it totally.[code]
Anyone know why this keeps playing the same sound over and over?
If I call it using: Code: var sounds:src.snd.SoundManager = new src.snd.SoundManager(); // This isn't how I do it, but ... you understand. sounds.queueSound('libsound1');
I've come to the end of my rope at this point in my AS learning, and was seeking some opinions on how to achieve this.
I am attempting to play a motion tween animation which I have applied to a movieclip that exists in the main timeline.
Coding it like this does not result in errors, but instead of playing the motion tween that I have set up, each MC plays the MC animation instead of the tween animation in the main timeline.
I've just posted a reply in the ActionScript3 Forum as someone else has had the same problem, but I can't find a solution so posting again here as it's taken me about 5 hours of getting nowhere and I'm sure this is really easy... have one frame on my time line called "theatre" and another called "Video" the buttons between the two work but the video continues to play in the background when I go back to the "theatre" frame on the same time line and I can't find a stop function that will work A button on my main page links to Video on the timeline with following AS3
btnVid.addEventListener(MouseEvent.CLICK, clickbtnVid); function clickbtnVid(event:Event) :void { gotoAndStop("Video");
The site has 6 pages: home, contents, contact, about, showreel, corporate. I have a panoramic photograph as a background across all my pages. When a button,such as contact, is clicked the timeline is enabled and scrolls across the panoramic to the 'contact' area of the photograph.I have a few questions relating to how I can achieve this. 1.) On my actions layer I have this code on frame one: stop(); enter_site_btn.addEventListener(MouseEvent.CLICK, buttonCLicked); function buttonClicked (event:MouseEvent):void { play(); } So when you mouseClick the timeline plays and goes to the next stop point on the timeline which is the contents section. On the contents page are the buttons which lead to the other sections. So far I have this code: stop(); about.btn.addEventListener (MouseEvent.CLICK,buttonCLicked) corporate.btn.addEventListener
Each of the buttons work, but I want the timeline to play and go to the page which corresponds to the button which is clicked, not just to play the timeline until the next stop point. Is there a code which would enable the timeline to play and go to the correct section, and not just roll without a target? 2.) I also want to be able to write a code which enables the timeline to move to any section in the same amount of time. What I mean by this is that if it takes 2 seconds (48 frames) to go from the first section to the second section, I also want it to take 2 seconds to go from the second section to the sixth section (240 frames)
I may not have the correct terminology and such, but I have a simple symbol that plays, and then I have a timeline within that symbol that I want to play right after that. I named the embedded timeline/frame "trailer" so I used the action
gotoAndPlay("trailer");
this works if the named frame is in the main timeline, but it doesn't seem to be able to access the timeline within the symbol. Is there a different command I could use? Or am I doing something wrong?
I have several buttons on the stage, each one will play an external sound file when clicked. If the user has clicked say button_1 and then clicks button_2, I need to stop the sound currently being played, before starting the sound from button_2
I have a game of you controlling a rocket and avoiding walls.When you hit the walls the rocket goes to frame 50 and plays an explosion sound and an animation then the playhead stops at frame 70.But for some mystical reason when the rocket is still moving (as in not blown up yet) the sound keeps repeating over and over. I placed a trace in the rocket's enterframe event to check its currentFrame but it stays at frame 1 like it should. And yet the sounds still keeps playing. This is just infuriating.
I'm making a project in Flash at college and when I view my project and click on a few tabs the sound from the videos starts playing and I can't get it to stop. The video doesn't play though but it's always the sound and if I press pause the video will pause but the sound keeps on playing.
I have a 355 frame timeline with a sound-clip explaining there are two demonstrations, the first will follow automatically but if the user wants to see the second demo first then to click on the link. When the swf file runs, at frame 350 Demo1 (the first demo) starts automatically as expected. If the link is clicked, the main sound clip stops and the second demo starts but the sound clips for both demos play together.How can I ensure that only the relevant sound clip runs?[code]
I have some code on my button that should play my sound file, but when I run my FLA, it shows an error. The error says, "Scene 1, Layer 'Layer 1', Frame 1, Line 1 1046: Type was not found or was not a compile-time constant: button1" Does anyone know how to fix this? I have exported the sound in actionscript but nothing?
I have 10 swf's, i m displaying 1 swf for each question displaying 1 swf, but problem is i unload the swf and load the next question clip but old one is still playing sound..