Flash :: Audio - Using One Sound Channel To Play Through An Array Of Sounds
May 26, 2011I Am wondering if is possible to use one sound channel to play through an array of sounds? Perhaps by using a complete event or other means?
View 1 RepliesI Am wondering if is possible to use one sound channel to play through an array of sounds? Perhaps by using a complete event or other means?
View 1 RepliesI making a presentation with an interface on flash next and prev buttons im using scenes for the different slides on the presentation, all of them have audio on it, my question is how do i prevent that the audio from the prev scene to play on the new one?? i should say that on each scene there is an animation with the sound on it
View 3 RepliesThe pause button in my MP3 player resets the track to the beginning, there is something wrong with my sound channel because when i trace the position it is always zero.[code]...
View 1 RepliesI'm having some trouble getting Haxe to play audio files in Flash 8.At the top of my hx file, I have:import flash.MovieClip;import flash.Sound;and, within the class itself, I preload a lot of image files along with the names of the audio files.The idea is to do a slideshow with audio content. Basically, display the first slide and play the audio associated with it.Then, once that audio is finished, move on to the next slide and next audio file. I have the slides fading in and out okay but when I tried to add sound, nothing comes out the speakers.The following code is what I'm doing - the sound file associated with audios[0] never starts playing and I'm at a loss as to why.
class Whatever {
static var master : MovieClip;
static var slides : Array<MovieClip>;
[code]......
I have an application in flash actionscript 2.0 that is running with several parts under each movieclips has an animation inside with a voice over. The problem occurs when I test the movie, the voice over/ sounds plays but when I click the pause button and play again the voice over/ sounds, sounds saggy and later on no sound will play.
View 3 RepliesHow can I change the following so it won't conflict with sounds inserted manually in keyframes. Currently when this function is active, the loop sound works but the other sounds don't play..
[Code]...
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
View 1 RepliesI want to push a button, and play through the entire array one sound at a time. When the first sound stops, the second begins, etc. all the way until the last sound plays. When the last sound finishes, all sound should stop, and if you push the play button again, it should start over at the beginning, and play through all sounds again.
I'm thinking the SOUND_COMPLETE needs to be used... I'm just not sure how, hence the empty function. I only want to have to push play one time to hear the entire array in a sequence.
var count;
var songList:Array = new Array("test1.mp3","test2.mp3","test3.mp3");
count = songList.length;
[Code].....
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()
Here's my code:
Code:
//-----------------------------------------------------------------
import flash.media.Sound;
import flash.media.SoundChannel;
[Code]....
Random number is of course a random number no higher than the array length.
However, Chosen sound is always "null". Should I worry here?
If I import an FLV video is there any way to remove the audio, put the audio into a byte array, and then re-add the audio to the flv video?
View 1 RepliesI've been working on a Flash/XML audio player and have been struggling with getting the audio to stream. Right now I have Flash create a list of songs based on the loaded XML file, which works, and I want to be able to click on one of the listed items for the song to start playing. When an item is clicked on, Flash will trace out a message from an onLoad command, but the audio never starts playing.
I opened a new Flash file to test the non-working segment of code and I still can't get it to co-operate.
Code:
var currentsong:Sound = new Sound();
currentsong.loadSound("http://www.vtspencer.com/recordjackets/beta/media/file_11.m4a",true);
[Code]...
All that happens is that the trace saying "Should be playing" comes through. The music still won't start.
The only way i can describe this is showing the code I have already then trying to explain what i want to do.Basically, I am creating a soundboard game, where at the bottom of the screen I will have a bar which is a movieclip, and I will be dragging other movieclips onto it and then clicking pay, and using an array and .push they will play in order. I am trying to put the sounds onto the movieclips using code.[code]...
View 2 RepliesI am building a 10-channel mixer/remixer and I`m having a problem with synchronizing the sounds. When a user clicks on the "Play" button, it calls a method in the main (document) class which runs through a "for" loop and calls a method in each of the channel objects which play their respective sounds. Here is the method in the document class which calls the playTrack() method in each channel object:
[Code]...
Is there a better way to use the sound channel is AS3?
var mySound:Sound = new Sound();
playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler);
var myChannel:SoundChannel = new SoundChannel();
function myPlayButtonHandler (e:MouseEvent):void {
[code]....
I know the SoundMixer.computeSpectrum and Sound.extract() methods , but those methods deal with the total sound output. Instead, is there a way to deal with every single SoundChannel, so as to provide a graphical visualization of each of them?
View 1 RepliesI 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.
[Code]....
flash media server ,provide property Microphone.names that retrieves an array of strings reflecting the names of all available sound capture devices. is there is any property that detect output device attached to system so i can select which one to play back sound. for example:- i need to play back mp3 file in flash. but i have more one output device installed in my pc. the question is:- is there is any way for falsh to list all (or detects) audio output device installed in my pc then let me pick one of them to play back sound by selected output device?
View 7 RepliesThe code seems OK but I can't hear the sound. I have it in the fla/swf and exported etc... I suppose something in this code is wrong. Haven't coded for ages - bit rusty I'm afraid.
[Code].....
I'm trying to prepend the byte array of a sound object to a captured microphone sound byte array.
It works, but the extracted sound object get pichted down and doubled in length. I guess this is because the byte array of the sound object is in stereo, while the mic byte array is in mono.
I have this:
sound.extract(myByteArray, extract);
myByteArray now contains the stereo data. How can I turn this to mono
UPDATE:
Here's a working solution:
existingByte.position = 0;
var mono : ByteArray = new ByteArray();
while(existingByte.bytesAvailable) {
[Coe]....
I want to play youtube videos and programmatically direct firefox's audio out to a particular sound card.
Playing raw data 'stdin' : Unsigned 8 bit, Rate 8000 Hz, Mono
aplay: set_params:1059: Sample format non available
Available formats:[code]....
The command-line suggests that it worked, but audio came out of hw:0,0 (the default).Do I need to make my own plugin? Or do I need to force alsa to take 44100Hz?I refuse to use pulse since the memory leak bug makes it crash often.
I want to have a video with a different language on each channel, to give the viewer the possibility to switch dynamically. That's easily done with setPan, however you end up with the audio playing on only one channel, and that's pretty bad, specially if you watch in headphones. So my question is:
how do you take one channel from an FLV stream and send it to both speakers?
My server is streaming binary audio data (mostly mp3 files) to a client (a browser). This client stores the audio data in memory.
What I'm looking for is a flash audio player that I can input the binary audio data so that it can play the audio file.
Preferably, the flash client is merely a bridge to Javascript so that I can handle everything in Javascript and simply use Flash's audio features, but this is not a requirement.
I have an mp4 file that i made and i made it 7.1 surround sound, and i'm pretty sure that this 7.1 surround sound works, as it can be played in VLC. i'm using netstream to load my files now. How do i make it so that flash can playback all 8-channels of sound?
View 3 RepliesI have AIFF streaming audio in Flash CS4 (does it in CS5 too) and it sounds fine in Flash, but when I publish it I get a glitch/noise sound in a few places. It does this no matter what audio format I export, including RAW.The source doesn't have the glitch sound, it doesn't have it in Flash itself, but it does when I publish it.
View 2 RepliesCalling channel.position on an ENTER_FRAME event, I notice that it's not being updated every frame, but it looks more like every frame and a half.
var sound:Sound = new Sound(new URLRequest('music.mp3'));
var channel:SoundChannel = sound.play(); // assume the sound is completely,
// totally, 100% loaded
[code]....
I have 30 sound clips, each named s1, s2, s3 etc...
i want to create an array so when it enters the frame it will play a random sound from the array.
I want to know if it is possible to use javascript, flash or flex to make a youtube video player that is capable of controlling left/right audio channel volume. For example, mute the left channel and play right channel audio on both left/right speakers.
View 1 RepliesI am using FLASH CS3.I have gone through many posts, seems to be an issue with many people.Still haven't come across a fix.Website made in FLASH. Flash movie loads and sound works great!I have a button with 'StopAllSounds' action script.[code]When I go back to main page... sound starts up again.Is there a way I can stop all sound regardless of where the visitor goes on the website?
View 2 Repliesthat have more than 200 sounds , so I cannot just put the sounds in my libray in flash and then instanciate them as class and play them. Because the sound it will play when I click one object is not always the same.I have this function to play background sound , where enters the name of the song I wanna to be played :
public function startMusicBack(music:String):void{
var musicback:Sound = new Sound();
var bgChannel:SoundChannel;
[code]....
Cannot read property (or target) a Sound thats playing in a SoundChannel.... in this case I am refering to a class the extends the Sound class (SoundEffect class), that is currently playing in a SoundChannel. Each SoundEffect has a volumeLevel property that I would like to restore once I have unmuted the SoundEffect's in my application. I cannot figure out how to target that property once its playing in the Channel.I am extending the Sound class:
ActionScript Code:
public class SoundEffect extends Sound {
public var ID:String;
[code].....