Actionscript 3 :: Can Not Embed Play MP3 Sound Files In Flash Builder 4?
Mar 23, 2011
I am currently making a Flash Builder Project using Actionscript 3. I have come unstuck trying to embed and play MP3 sounds.I know that the MP3 file is loading as i have traces the bytes loaded, i have also traced the function which plays the MP3.
import flash.media.Sound;
public class Sounds
{[code]....
I'm trying to get a .swf (a game, with three total .swf files: main, title, game) onto my site and am having a problem. I understand how to actually do it and make it run (publish as HTML, copy/paste code in Dreamweaver, etc..), but my problem is having multiples .swf files and them not loading. When I embed code for one of the files, the page will play that .swf file and won't load the next .swf file (Main just contains a loader that loads title, Title will load the game .swf when prompted, Game will run). If I just 2x click the .swf files in my folder it will work, as will an .exe, but can I make it so each .swf file will play in HTML?
I'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>;
I have some audio files on my http server, and I would like to write a Flash client in ActionScript3 to load those audio file and play them smoothly. Of course I can just create a Sound object and load it by .load() with a URL request. But for saving the bandwidth, I prefer to load audio file chunks on demand. For example, there is an audio file let's say 100MB. If we try to load as fast as possible when user open the page
<--------- 100MB ----------->
The downloading may finished within minutes, but let's say, if user stop listener in halfway, that's kind of waste to load whole soundtrack at first.
<--------- 100MB -----------> ^--- user may stop here
To solve the problem, I think it's better to split the big audio file into small chunks, load and play them on demands.
<--- 10MB ---><--- 10MB ---><--- 10MB ---> ... ^--- user current position
I want to design the player, let it load audio chunk by chunk, and only load it when it's near the end of current chunk.
How to load those chunks and play them smoothly? I can probably create Sound object for each chunks. But how to play them seamless?
I'm working on a game that loops a random sound file everytime the user goes to the menu. When I tried the simulate download in the preview menu, it took a long time to load the first frame (which is a preloader). I found the problem was that in the linkage for the sound files I said "Export on first frame" so i unchecked that box, but then when I tried playing again, the sound wouldn't load.So, I'm wondering, is there a way to play sound files through ActionScript without having to load them on the first frame?
I have a 'back,play,stop,next btn in my playa...how to call sound files from the library and play them each time I press the 'Next' btn & the previous sounds files played in order when i press the 'back' btn?
I could create a program for him in flash which would be able to play sounds corresponding to keys on the keyboard, but split in to 3 groups, and only 1 sound from each group can be playing at a time. I don't know that much about as3, and I told him this but said I would try anyway. The first thing I came up with was this:[code]In there, there's nothing to stop the sounds overlapping or looping like in my other solution, also it's obviously a lot less compact, but I sent it to my friend like that to see if it would at least play instantly. The response I got was that, although the lag was noticeably less, it was still present.
I'm using image embedding in Flex 4 (the same goes with Flex 3). [code]...
When i run the application i see the icon but in Flash(Flex) Builder i can't see the images while working in Design mode. Is there any way to enable image visualization in Flash Builder design mode ? or a better way to include resources.
I have an Air Application which uses mx:HTML to show a html Page. This html page is located in my bin-debug and as long as i start my application out of FB it works fine.
In Project -> Properties -> Flex Build Packaging -> Package Content the test.html is selected
When I build the project by Project-> Export Release Build the HTML file is not included in the Air Package and so cannot be shown.
I cannot open any .fla file with FlashBuilder 4 under Windows:When I click on a .fla file I get the following error: "Windows cannot find 'Flash'. Make sure you typed the name correctly, and try again."
I am trying to import an swf file into Flash builder. My swf file is correct, and displays the correct data. However, when I import into Flash builder and launch my project, I get a blank HTML. Not sure why? I am carrying out the following steps in the sequence listed below
1. Create an FLA component in Flash Professional.
2. Go to Publish settings, click on export to SWC.
3. Exported SWC displays correct data.
4. Create new action script project in Flash Builder.
5. Add the SWC folder as path of the referenced library section.
6. Added the following code in action script code
var mystickyman:MovieClip = new stickman as MovieClip; addChild(mystickyman);
Here stickman is the linkage if of swc given in Flash Professional.
I am using SWC for the first time , and am sure am missing out on some steps.
I'm developping a mobile application in Flash builder. So in Flash Builder Burrito , I was using the Flex Hero SDK 4.5.0 but they currently realesed the Flex4.5.0.20967.
I downloaded the zip file [URL]
I extracted it into a map on my C: drive. Then I opened my flash builder burrito. Added him by (Window>Flash Builder>Installed Flex SDK's. I his add and added my location.
This went very well. I changed my code with the new commands.
Next I wanted to test on my android phone but now my problem: I can't make any apk files anymore.
1) Is there a way to add swc files after the project is created
2) And is there a way to link some of assets in those swc to classes (for example link a ball asset to a class the implements its functionality. You can do that directly from flash pro CS5.5, but is there a way to do it in flash builder)
I use the Open Resource Window (Command-Shift-R) a lot in Flash Builder and it saves me a lot of time. But I canīt seem to get it to work with my projects xml files. I know this has been working on previous projects ut I canīt find any settings for this.
According to the answers to this question here, the reason why I'm not seeing errors as I work in Flash Builder is that FB is "optimizing" them out because they aren't referenced at any point in the code execution. Is there an option to force Flash Builder to compile all files regardless of whether they're used in the software?
According to these instructions, I'm trying to use ANTLR generated *.as files in a current Flash Builder 4.5.1 project. Therefore, I added this ANTLR's Actionscript runtime to my project - without problems. I compiled lexer/parser specs using ANTLRWorks without problems too. I added the language option to the source *.g file to make ANTLR generate Actionscript sources:
I have a issue here with unzipping the .zip files that i have in combobox.i select 1 .zip file and after selecting the particular .zip file Button should unzip it and put the contents in another combobox.
I imported an .fxp project into a Flash Builder and then observed there are 5 .mxml files in the src/(default package) directory. Silly question -- how to run each of these five files?
Since I've named the project differently than any of the .mxml files, whenever I try to run something it uses the default (empty) .mxml file named after the project. Deleting that empty mxml file didn't help anything. I also tried to clean the project, but nothing changes (although I see the directories refresh with the same contents). There are no html files in the bin-debug directory.
There must be some simple way to run those .mxml files that I'm missing.
I want to embed all xml files of a given folder. For now I'm doing something like this:
[Embed(source="../somefolder/file1.xml", mimeType="application/octet-stream")] private var MyClass1:Class; [Embed(source="../somefolder/file2.xml", mimeType="application/octet-stream")] private var MyClass2:Class;
[Code]....
The list of XML files will grow to 10+ files, so I'm looking for a more elegant and dynamic way to embed those files.
The files should be embedded on compilation, to load them via URLLoader is not an option.
I tried to follow the augmented reality tutorial but I got stuck pretty soon. Is there a way I can embed the pattern and camera files in the flash-ide or do I need to have flex for this?
I got a XFL file, its library files and AS files in a directory.I would like to use Flash Builder 4(FB) for editing AS files, running the compiled SWF and profiling.When I created a New->ActionScript project in FB, I could edit the AS files but didn't know how to link the XFL file and run them.When I created a New->Flash Professional Project, I was prompted for a XFL file, and although the chosen XFL file and the AS files are in a same directory, the AS files are not automatically included in the project. I couldn't find a way to add exiting files in the project either.
I received an inheritance old flex project. I've never worked with Flex. I installed the latest Flash Builder and I need to know the exact version of used Flex SDK. Is there any way to know used SDK version from project files?