ActionScript 3.0 :: Swf Still Playing After Unload ?
Nov 20, 2010
I have noticed once I unload a certain SWF, which has a video embedded into it. The SWF is removed from the stage, but I can still hear the audio from the video playing. So I presume I am actually not fully removing the SWF from the stage.
Here is a link to my site cnrdesign(dot)net
I presume its happening to all my loaded swfs, but if you click on the "work" button, and then the "Interactive" button, and then click on the first thumnail, that opens the SWF with the "MoodApp" video. If you wait for that to load and start playing and then close that window, you still hear the video playing.
Im not 100% but I think this is the code used to remove my loader.
Code:
function tweenFinished (e:TweenEvent):void{
var my_loader:Loader = Loader (e.target.obj);
my_loader.unload();
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..
I have an air project which every seconds reads a txt file. Depending on the content of this file it loads an external swf file (the contents of the file is changed from an external program periodically)Every external swf file gots a flvplayback2.5 inside which loads and play a flv video (everthing is done locally).
The problem comes when the contents of the txt file changes and I have to unload the previous swf and load the new one.Despite the new swf loades plays fine I can still hear the audio of the previous swf playing in background.For the project I used only one Loader in which i load the external swf files. Before loading another swf inside it, I call the Loader.unload() but no luck.I thought that this method would remove also the loaded object but the Adobe reference about the unload() method says:
"Removes a child of this Loader object that was loaded by using the load() method.The property of the associated LoaderInfo object is reset to null.The child is not necessarily destroyed because other objects might have references to it; however,it is no longer a child of the Loader object.As a best practice, before you unload a child SWF file, you should explicitly close any streams in the child SWF file's objects, such as LocalConnection,NetConnection,NetStream, and Sound objects.Otherwise,audio in the child SWF file might continue to play,even though the child SWF file was unloaded.To close streams in the child SWF file,add an event listener to the child that listens for the unload event.When the parent callsLoader.unload(), the unload event is dispatched to the child."
I don't know how interal structure of the external swf is,beacause the customer gave to me only the compiled swf (I guess there's not a lot inside that swf, i think only the flvplayback control, but if i don't know the name of the flvplayback I can't invoke any stop method on it).So, do You know any method to brutally unload the loaded swf, by destroying it,no matter where it hides itself in the dark and misterious jungle of the Flash Player?
I have an urgent issue, I have created an swf file that loads the external FLV, however when finished playing the video stops on the final frame of the FLV.What I want is for the video to unload itself.
I'm developing a Flash application that uses several SWF-files. I have one main SWF and others are loaded into this one dynamically. One of the SWF's I'm loading is showing a video clip. This SWF contains code to load and display an FLV-file immediately after it has been loaded into the main SWF. My problem is that I can't find a way to unload this SWF. Once I've loaded it and it starts to play the video, the video keeps playing forever. Even if I remove it from the displaylist it keeps playing. I can't see it, but I hear the sound continuing.
I've recreated this problem in a small project (see code below). In this project I have a simple button that should toggle whether the video is shown or not. [URL] works as mentioned before: it automatically starts playing a .flv as soon as it is loaded. When I run this I get the following as I click the button:
Click 1: Video shows up and starts to play. Click 2: Video is hidden, but it's still playing (I can hear the sound). Click 3: Video is loaded AGAIN. Now I can see the video, but I hear TWO soundtracks!
I have used the following script to load a movie but.onPress = function () { _root.createEmptyMovieClip("container", 1); loadMovie("scene_1.swf", "container"); container._x = 150 ; container._y = 20 ; } This works great, but now when the movie scene_1.swf is finished playing I would like the movie to unload automatically and return to the mainstage and continue the scene on the mainstage.
I have a Flash animation that loads a quick animation and then on a button click loads and external swf while at the same time moves the playhead on the timeline to frame 2 so that it has a blank stage to play on. The external swf then loads and plays. At the end of the external swf's animation I would like it to unload and then return to frame one of the containing movie. I am assuming that on the last frame of the external swf I should be putting some actionscript that will unload the movie and then talk to the initial containing flash telling it to return to frame 1.
The main swf button that loads the external swf is using a code snippet from the AS3 CS5 library and looks like this...
[Code]....
It is also using gotoAndStop(2); for the same button.
So to unload the external swf and return would I use something like... this.unload(gotoAndStop(1));
I have a shell swf that is loading a swf. How do you have the loaded swf tell the parent loader to unload itself after the loaded swf finishes playing?
I am working on a school project that requires me to load external .swf or .jpg files. I currently have all of the buttons working and are loading an external .swf file on to the screen. The problem I am having is that when I go from one button to the next the loaded .swf stays on the screen and the next .swf gets loaded on top of it. I know that I need to unload the file but I am not sure where to put the code for the unload or what code exactly to use. I would like when the button is pressed to unload the previous loaded .swf and load the new .swf without having a separate button to unload.
I'm trying to unload an external SWF on _root to load a new one instead. I've tried (almost) everything but can't figure it out... I get this error : "Error #1010: A term is undefined and has no properties."
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 using AS2 in CS5.5.I am creating a project for a class that introduced me to adobe flash. The issue is I have gotten to a certain point about 15 scenes. During say the 15th scene scrolling through the timeline animations works fine, playing it on test scene works fine. When I go to play it on test movie it stops at a certain point. At first I thought it might have been a misplaced stop action but there is none to be found. The weird part is every other scene I create after that continues to freeze as well, the images are there, but the animations won't play. All my previous animations play before those with the issue, it's justThese new ones won't play for some reason in test movie, but work completely fine in test scene and the timeline.
I am loading an external SWF file into my main timeline. The external SWF file contains an FLV video. At a certain point in my main timeline, the SWF file loads and plays the video. Is there a way to say...
If the VIDEO (FLV) is done playing, gotoAndPlay(X)?
I was wondering, what was the best way to for actionscript 3.0 to detect cuepoints playing from a FLV movie that is playing from an FLV playback component?
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 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.
The problem I have is I click the play button and start playing. Then I click next and when I click play for another song the songs overlap. How can I stop whatever song is playing and start playing the new one? Has to stop the prev song when I click play_brn.
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 am learning how using flash is like using legos. if you have two eight hole pieces, and you put them together using only two holes, the lego structure will not be as strong or work so well. seems like you have to cover the entire basis (put all eight holes into the eight pegs) for the program to work, and I am reading the help section for this, although if anyone knows of some good books that hold valuable knowledge and wisdom, I would certainly like to know about them, as I am dedicated to learning flash.
I have 1.swf, that in order to get it to operate as I have programed it, I must play it in the flash player. Playing it in Flash Professional does not work in its entirety because of conflicts in the enter key's duties. The 1.swf works as it should when played in the flash player outside of Flash Professional MX 2004.When I am loading 1.swf into presentation style 2.swf, and then play 2.swf in the Flash Player, the key board functionality of 1.swf (most specifically the enter key) does not operate as the 1.swf Actionscript 2.0 defines. I have created a projection file as well, to see if there was any other behavior that might occur, but the result were the same. Here is the section of the code dealing with the keys:I have tried separating the different if(Key.isDown(Virtual Key Code) statements into different keyboard listeners, but to no avail.If in order to solve this issue - if the kind Kirupian reading this stuff needs more
code, let me know, as I'll have the rest of the comments finished shortly. //1.swf is loaded into a empty MC from within 2.swf. this.createEmptyMovieClip("a_mc", 0);[code]
I want a scene to play for 10 seconds before playing the next scene and have no idea how to do this using script (action script 2). I know I can just extend the timeline out so it takes 10 seconds for the scene to play through, but I'd prefer to do it with script.
I have an swf, lets call it 1.swf, that has a button that calls another swf to level one. In that second swf, lets call it whatever.swf, on layer 1 it has an flv file of about 40 seconds. on layer two it has a button that has this action:
on (release) { unloadMovie(1); loadMovie("../swf/1.swf", 1); }
So if that button is pushed, then it unloads whatever.swf as I need it to.
the problem is that if that button is not pressed, then when that 40 second flv finishes, it just sits there with a black stage and the button. What i need it to do is that when that 40 second flv is finished, it automatically unloads whatever.swf on level 1, again showing 1.swf on level 0.
Also, before anyone anwers, the way i did the flv is that in whatever.swf the flv was imported to the stage, i slected the "already deployed" put in the URL and then it created a flash video component which is on the stage.
I am trying to add a external Swf files to my home page because my other pages are swf files. when i click other page it will call to my swf file. but my current home swf file running under my new page swf... so how can i unload my old swf.
I'm using AS3 to load one swf (a document viewer) into the main swf. the loaded swf takes up the entire stage, so I need the unload button to be in the loaded swf.
I have a random number of sprites that are created, each of them hurts the other when the collide, and when they die, I wanted the collisions to not do anything anymore.
I can fade the sprites out to make them invisible when their "health" reaches 0, but they are still there, and when they collide, they cause "ghost deaths" to other mcs. How can I get rid of a sprite from within itself? Or at least disable its onEnterFrame function?