when I create a new Tween/Graphic symbol it turns into an old tween I already used (Ex: Two tweens, when trying to use the second one it reverts back to the first one). Both of them are on the same layer called "Text", also it seems to be fixed when I put the second tween on a new layer. But if I do this I will have at least a good 50 layers of text :S.
Second problem is I want my background music to loop throughout the whole video, my project has multiple scenes and I am baffled as to how to make the music play throughout.
EDIT: my project has to be 45 seconds and the music loop I'm using is about 17 seconds.
I have 'Sound On' and 'Sound Off' buttons on mutiple scenes and I am playing the music loop in my flash movie by loading an external swf. When I move to the next scene the sound reloads which I do not want. How do I use an if-statement that checks whether or not the music.swf, that needs to be loaded is found and when it is found, go to a frame?
well i was wonder how this could be done in flash or if its even possible with sound from the library..have the intro part of the song play first then loop the actual music for the duration of the scene.
I have a infinite music loop and I am trying to have btn_start trigger a fade out on the music along with its original gotoAndPlay.I have two scenes, "opening" and "animation". btn_start and the following code are in the "opening" scene.the fade out will play along with the first couple seconds of "animation" since the gotoAndPlay connects to frame 1 of "animation"Can this be done? lights of how to proceed this.
stop();import flash.net.URLRequest;import flash.media.Sound;var url:URLRequest = new URLRequest("subtle.mp3");var snd:Sound = new Sound(url);snd.play(0,
I thought I had this one right until I listened a little closer. Below is the code that I am using to make a loop button for my music player. At first, using everything but the last line, seemed to work perfectly, until I realized that the music wasn't starting over from the very beginning. Basically I'm using a pause command, followed by a resume command to keep the pressing of the loop button from playing the song over itself, if it'scurrently playing. So in that respect, it works great. But when the song ends and estarts, it starts only from the point of the song when I pressed the loop button. So I'm trying to figure out how to make the 2nd time that the song plays and each additional time after that, play from the very beginning of the song. While still being sure that the song does not play over itself, the first time it's played.
I followed it exactly and the button worked fine with the music,
but then i stated to add keyframes, it works fine carys on playing on every keyframe i go to, but the problem is when i go back to the first keyframe the music still goes on which is good, but its starts again over the one thats already playing!
Everytime I click on my home Logo the music overlaps and plays again. How can I stop this? and... How can I get the music to loop? (I've tried the mySound.play(0,10000); code but it didn't work)
The actionscript code works fine, except for the tween, which is applied on all the sample rectangles at once. I want to fade in the rectangles (or any other dynamically created movieclips in loops) one at a time.
I have a loop in the flash file. it gives me a number of X & Y as the to & from coordinates and places a movieclip on the stage. I then have the tween class moving each clip as it is placed. the example is below:
I have created 4 movieclips and named (instance) them box1, box2, box3, box4 and shuffled them with the following code: var vector_name:Array = new Array("box1", "box2", "box3", "box4"); function shuffle(a,b):Number { var num : Number = Math.round(Math.random()*2)-1; return num; } var shuffled_vector:Array = vector_name.sort(shuffle); trace(shuffled_vector);
How can I tween the instances using fl.transitions.Tween with a loop. I tried the following but did not work.. btnPlay.addEventListener(MouseEvent.CLICK, startMotion); function startMotion(me:MouseEvent):void { btnPlay.visible = false; for(var j:int = 0; j < 4; j++) { var twSlide:Tween; [Code] ......
I have been trying to assign tween function in an array through a loop in as3.I have 20 mc on stage, the instance names are obj1, obj2 and so on.I want to assign a tween function to each of them, the function looks like this :
Actionscript Code: function startTween(e:TweenEvent = null):void {xTween = new Tween(obj1, "x", None.easeNone, obj1.x, Math.random()*20, 0.2, true);
The following Actionscript loads an XML file. Using the XML file, it loads an image - fades in the image - pans the image - and then fades out. I have then attempted to make a loop which loads the next image from the XML file and perform the same series of tweens. It would then load the next image, infinite loop. It appears that instead of loading each image one at a time, it is overlapping the mask with all images in the XML file. I then only see the last image in the XML file being tweened on the stage/mask. I do not believe that I can use a Timer to time the loading of each image. This is because the width of each image will be different so the duration of the pan from one loaded image to the next will be different. I believe that I need to use onMotionFinish in some manner after the image Fades Out in order to move to load the next image - but I can't seem to identify how to integrate that within the loop. Most likely my loop is not written correctly. [code]...
If I put an if else statement in a for loop it will stop the loop till the if else statement has completed. I'm trying to run something else during my for loop. How do I do that??Here's my for loop:
ActionScript Code: for (var i:int = 0; i < testArray.length; i++) { chickletMc = new chicklet();
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
Basically I would like to tween a retangular 2D image on the stage, but also make it look like it is wrapping round on itself.A visual example of the effect I mean is here: [URL]Imagine the above is a rectangular shape being tweened from Right to Left, but when it reaches the left it wraps round as in the picture.Is this possible with Flash CS4 & AS3 or does it require some special add-on?
I want a site to have background music, but when I attach the music to the file it makes it quite large ...3 meg and the site is slow to load. Is there any way of having the music separate from the flash file and still have start stop music buttons?
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!
When the movies performs the getURL action, I want the music to continue playing, but the getURL function seems to stop the music at frame 152 (where the getURL action is placed), when I wanted the music to continue to frame 257 (the end of the movie). I hope I've explained this clearly
I am trying to create a music animator. It will have bars that move up and down do the beat of the music. This is like windows media player where the music animations play. I want it to be verticle bars, where some are in sync with like the base and others are in sync with the tempo. Does anyone know of a tutorial for this? I am trying to emplement it within my website so that whatever music I am playing will auto control the bars and sync.
I downloaded a flash template and have modified it to suit our company but there is something that I can't do. When the file loads in the browser, music immediately plays and loops until you click a button to stop the music. On our video page, we have video that we need to play that has sound in it. How do I get the background music to stop when my video plays without having to go up and stop the music manually. The videos are loaded via an external XML document and there are no buttons in the FLA file to link code to. the website is [URL]
I am streaming music from my site using flash, but after the 3rd music is done, it just stops. Do i have to flush something or create a new music object for each 3 songs?
What is technical difference between buffering and loading ? Say, i have a video, which is showing loader bar in progress. Then what's happening exactly ? Buffering or Loading ?
I have a website banner made in Flash. I have added a music file to it and Play and Stop buttons. I also have a Replay button to replay the banner animation once it stops.
I have put the music on a separate frame so that it will not play automatically when the banner loads. I have made the Play button direct to the frame the music is located at so that when clicked, it will go to that frame and play the music file.
The problem I am currently having is that if I click the Play button more than once, it will play the music file again on top of the current play-through.
So if I click Play, the music will play. Then if I click it again, the music will play again, but on top of the first instance of the music, so two instances of it will now be playing and it sounds horrible.
I would like to make it so that if you click Play when the music is playing, it will not play the music again until the music has stopped.
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.