ActionScript 3.0 :: Trigger An Event When Any Sound In A Soundchannel Completes?

May 3, 2011

I have a soundchannel, and I'm playing a lot of sounds in it, but I need the completion of any sound file within that channel to be followed by a wait of two seconds, then trigger an event. How can I do this?

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I'm streaming an external MP3 (around 3 mb file) with the following method:

ActionScript Code:
import flash.media.Sound;
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[Code].....

With that i have no problem, where i am completely lost is the possibility of triggering an event after de 15 seconds (first parameter of SoundLoaderContext) are loaded, ie, adding an event listener or something like that.

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I'm trying to use a playing sound to trigger an event when it finishes:
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ActionScript 3.0 :: Assign A Sound To A Soundchannel Without Playing The Sound?

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The thing I don't understand is how to assign a sound to a soundchannel without playing the sound. All the examples I've seen do this.

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ActionScript 3.0 :: Sound Name From SoundChannel

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ActionScript 3.0 :: Sound Object Or SoundChannel For Various Sounds?

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As I have commented before I am building English teaching apps. I will have music playing in the background, words being pronounced and at times a surprise sentence. All three could sound at the same time at any given point. To build this properly should I use SoundChannel for all of these? 
 
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I have some sounds in my library that I want to play in a soundchannel, but how? This is what I have so far:

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AS3 :: Flash - SoundChannel, RemoveEventHandler - Use The Sound Channel?

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[code]....

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ActionScript 3.0 :: Sound.play() Always Creates A New SoundChannel?

Nov 23, 2009

I've just started working with sound and as I understand it I primarily need two objects: Sound and SoundChannel. Every call to a Sound.play() method will create a new SoundChannel object. So technically, I could write my code like this:

Code:
package
{
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[code]....

Will simply create a new SoundChannel object and the first one created by the constructor will be garbage collected? As a side note, it's possible to see Adobe's source files e.g.SoundChannel.as. I'm curious as to how the SoundChannel.stop() method works since it doesn't throw an error or exception even if the audio has already stopped playing.

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ActionScript 3.0 :: Check Sound Already Playing In A Soundchannel?

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How do we check if there is a sound already playing in a soundchannel?

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Actionscript 3 :: Save Sound From SoundChannel Object Flash

May 3, 2011

I'm planning to program a small piano in flash that have an x number of notes to play through a SoundChannel.

What I have not found is a way to record what is playing through SoundChannel and send it as byteArray to a server side script that will save it as WAV (or mp3).

I know Flash Player 10.1 allows you to record sound, but everything I have found is about recording sound using the microphone class. It seems the way to go is to send the sound data to the microphone. That doesn't seem very right or possible though..

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ActionScript 3.0 :: Save The SoundChannel.position Number (and Also Call SoundChannel.stop()) In Correct Time

Dec 6, 2008

I just finished a simple music player... For testing purposes. I upload it in the following address:http:[url]....with 10 music songs that I had recorded from radio stations(added the last 2 twice for testing).The problem is that when a song has totally loaded, stop action taken needs about 1 second to be applied!I.e. When I press "STOP", the sound continue to play for 1 sec before stop. When I push "pause" it takes one second for the music to stop!

However when using resume (second time pause) the sound starts instantly! Thus I guess there is an issue with stop()function of the SoundChannel object that I am using to stop the sound. Also notice that when unpause the music, it continue ~one second before the last sound - which means that I saved the soundChannel.position number (and also call soundChannel.stop()) in correct time, but it didn't stop immediately - bug!?

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PS1. Notice that ,this also happens when I change Volume too. Thus because Stop and Volume are parts of SoundChannel, I guess there might be a bug with SoundChannel in online plugins..... :/

PS2. Notice that ,this also happens when I close the browser (firefox). Even if browser is closed the music continue for 1 sec the same way as when pressing stop!.. Thus I guess it's flash bug!...

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ActionScript 3.0 :: Soundchannel.position Working, But When Resumed, The Sound Rewinds A Little?

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I have a pause button that pauses a sound playing in a soundchannel. It works, but when I resume the sound, it isn't in thecorrect position, almost like it was rewinded a little. I'm usingthe code straight from the

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Flash :: Differences Between Sound.length And SoundChannel.position In ActionScript 3?

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I load a song and when I get the length the song never reach this value.Here is issue document by another guy AS3 - SoundChannel.position never reaches Sound.length.And here is my code

import flash.display.Sprite;
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From the Flash player specification, it supported up to 15/16 or 32 sounds in a buffer, which mean any more sounds is load beyond that limit will either caused buffer stop working.

Is there any class to override to increase sounds to 1024 or greater?

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[Code]...

in the output it is throwing as "[object LoaderInfo]". Now i need is the name of the "Image", inside the thumbnail_load function, that means, which image loading is completed.

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Beyond not being able to specifically address the "snare3_mc" in the code to get the hitTest to even work, I can't get my audio clip to play no matter what I try. I'm trying to make the player's collision with this movie clip trigger the "snare3.wav" sound, but to no avail. The part of the code where I'm attempting this is the same hitTest with the trace text, lines 123-128 of the "actions:Frame1" code. Again, I'm probabl-y improperly loading or improperly addressing the sound in code.

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Attached are 2004 MX and Flash 8 .fla files of this rough, ugly test version of my game.as the semester is winding down and my professor is not so into Flash or games. I feel like I am close, but really need help with these three little issues: properly referencing movie clips in the code for the hitTest, making the hitTest play a sound in my library, and making the hitTest pop up a text box with text while the player is colliding with the building facade.

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I want a link to trigger a sound click in flash AS3. I've taken the .play() outside of the function to confirm that it works by itself. What am I missing that will let me call an AS3 function from javascript?

Here is my html
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[Code] .....

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var my_sound5:Sound = new Sound();
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[code]......

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I am working with a short vocal track and when the audio ends I would like a replay button to appear. The codes should work fine, no errors appear. Trace displays nothing...Here is some of the code:

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[code].....

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im building a sound toy that has four balls that can be thrown around and will bounce of each other. when each ball collides i have a chord to be played through a hit test for each pair. im having a problem with getting good collisions between balls and also using hit tests to trigger sound.

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vidcont.addChild(vid);
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[code]........

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ActionScript Code:
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[code].....

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[code].....

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