Actionscript 3 :: Sound Clip In Flash Not Playing Properly?
Feb 26, 2012
I'm working on an interactive flash software which consist of playing audio and showing slideshows, for each slideshow there is a corresponding sound clip.
To organize the sound so I can easily pause and play it, I make the sound as movie clips and put them on one layer. When there is a slide change, I put a keyframe that consist of the corresponding sound movie clip for the slide, and delete the previous sound movie clip from the stage.
However, when I do gotoAndPlay() to the beginning of slide 2 from slide 3, the sound for slide 1 started playing too. I'm confused since I have deleted the first sound movie clip just before the beginning of the slide 2.
I have the follwoing code but I Cant figure out how to make the sound play after 3 seconds.
Code: Select allvar fl_SC:SoundChannel; function startAnimation():void { var s:Sound = new mySound();
[code]...
I get the following error when I compile the file with the comments part taken out.Scene 1, Layer 'Layer 1', Frame 1, Line 61061: Call to a possibly undefined method start through a reference with static type Class.
I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:
var soundBytes:ByteArray = new ByteArray(); var mp3sound:Sound = Sound(new Sound1_design()); // this is the embedded sound mp3sound.extract(soundBytes, int.MAX_VALUE);
[Code]....
This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).
I used the tutorial found here. The 3 frames of my button are in a movie clip, within a keyframe in the main timeline. I used the code at the end in the tutorial for the first keyframe, so that the clip begins with music playing. However; I cannot get the buttons to work. I cannot stop the sound.
I recompiled a Flash 8 project in Flash CS3 recently and noticed that some of the sound effects sounded like a painful chippy mess. It sounded like the mp3 bitrate was at the lowest Flash outputs (16kbps). I compiled again, and all the problems went away. Then I compiled again and different sounds went chippy!
Fine, whatever. Maybe it's a glitch between project versions.
This week I built a project from the ground up in Flash CS3 with AS 3.0 . The chippy compression is still there and happens most of the time. Both my global and local compression settings for sound clips are mp3, 160kbps, Stereo.
I have a layout with narration and a nav bar. When I click a nav button for section 2, the audio from section 1 (set to stream) continues to play over the audio for section 2. This cumulates so if I click buttons for sections 3, 4 and 5, I get five audio files playing on top of each other. Sections are individual movie clips with embedded audio streaming on a Sounds layer in each movie clip.
I recompiled a Flash 8 project in Flash CS3 recently and noticed that some of the sound effects sounded like a painful chippy mess. It sounded like the mp3 bitrate was at the lowest Flash outputs (16kbps). I compiled again, and all the problems went away. Then I compiled again and different sounds went chippy!Fine, whatever. Maybe it's a glitch between project versions.
This week I built a project from the ground up in Flash CS3 with AS 3.0 . The chippy compression is still there and happens most of the time. Both my global and local compression settings for sound clips are mp3, 160kbps, Stereo.
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 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.
I am loading small sounds dynamically with the loadSound command. These small sounds are activated with a rollover. see script below. This works ok. however. i want the first sound to keep playing while the rollovers load sound. a bit like playing the piano. This works ok when i import all the sounds into the library and place them on their very own button. however the size of the flash movie increases to 140k. whereas when i load them dynamically the size of the movie is 20k. obviously i want to load dynamically.
But with dynamic loading each sound stops when another sound is rolled over, so that there is only ever one sound playing at once. I need to load the sound into a different level or something, so that the first sound can keep going while the smaller, shorter sounds play over the top. this is my script below. The first sound loads when the movie starts. This is the one i want to keep playing. Then there are the smaller ones with rollovers. does this make any sense? there's actually 13 little sounds.
I have this code in the second frame to play a song, and it works fine. The class of the sound in my library being "MySound". var snd:MySound = new MySound snd.play(); Now I need the song to stop playing from a latter frame.
I have buttons with sound attached in over state and that works just fine, but this means that you are going to hear sounds only when you move cursor over button, how can i make some background sound to play from the moment flash is loaded, even when buttons are inactive, my background image looks like some electrical equipment and and i want to make it sound realistic (sound clip must to be set to loop) and must to start at the moment flash is loaded?
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 have a flash application, some kind of a play-list that loads external SWF video player (I don't have code access to that external file), so users can watch the video or skip to another one. When user switches to another video new SWF file is being loaded.
The problem: If user didn't finish watching the video and skips to the next then I unload previous SWF file (unloadAndStop()) and load a new one. And because the previous SWF was playing it is not actually unloaded, it is still playing on the background (I hear two audio tracks: current and previous).
I have made a 5 min animation with stream sound. Its playing perfectly in PC. But in mac,its not playing. Stream sound starts from frame 60. So mac plays the swf plays till 60 frame, after that it pauses. I tried importing different sound format (wav, aif, mp3) and tried with all sound export setting but the problem remain same; its playing only till 60. When i removed the sound, it played till end. Even with event sound, it plays till end. But with stream sound, the problem. The problem is only in mac; in pc its perfect.I am using VMware Mac OS x leopard in window xp for testing purpose. I tested it in laptop with mac; but the problem is same. What could be the solution?
I have made a 5 min animation with stream sound. Its playing perfectly in PC. But in mac, its not playing. Stream sound starts from frame 60. So mac plays the swf plays till 60 frame, after that it pauses. I tried importing different sound format (wav, aif, mp3) and tried with all sound export setting but the problem remain same; its playing only till 60.When i removed the sound, it played till end. Even with event sound, it plays till end. But with stream sound, the problem. The problem is only in mac; in pc its perfect.I am using VMware Mac OS x leopard in window xp for testing purpose.
I'm working on a site, for kids, which has a small avatar in the corner that talks.The avatar is a flash file and the plan is to determine what it says through a mix of javascript and ajax.
Unfortunately when I make the flash file play an Mp3 file through JavaScript, I can't seem to stop the sound.. so when I keep clicking on a link which causes it to talk, I hear the sound repeated x times.
The odd thing is, when I attach the very same code to a button in flash, there seems to be no such limitation. It seems as if it won't store anything in global variables when calling from JavaScript.
I'm trying to make a player with EQ, get the data in the Sound object, but for some reason with the desired point to play it I can not play it right from the start of the track.
_out_snd.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound); _channel = _out_snd.play(pos); function processSound(event:SampleDataEvent):void { _samples = new ByteArray(); var len:Number = buf[trackDesc].sound.extract(_samples, BUFFER_SIZE); [Code] .....
I'm doing a by-the-book sound playback in Flex and I can't hear it.
I tried this:
var snd : Sound = new Sound(); snd.addEventListener(Event.COMPLETE, function(e : Event) : void { snd.play();
[Code].....
But I hear nothing. Launching the same mp3 file in vlc plays it fine. So yes, my speakers are turned on. :)
It's not the loading. I can see it's actually loading those 40k bytes fine, and if I give the wrong URL I do get an IOError. It's as if it's playing but nothing can be heard.
I've been working on a flash game, and recently added in sound effects. However, the sound effects only seem to play the first half-second of the audio file whenever I call on them to. I have been using the standard code.
ActionScript Code: on (rollOver) { if (_global.sound) { _global.SFX1.start(0,1); }}
But the sound effect only plays through a small amount of the audio. Also, the sound effects are not very stable, and will only play the butchered audio if there is some time in between clicking on several buttons. The odd thing is that I took the same code to another flash file, and the audio played through all the way with no problem, not requiring any additional time to play the sound effect again. I used the same code to load the sounds, which is
ActionScript Code: onClipEvent (load) { _global.Music1 = new Sound(); Music1.attachSound('Music1'); _global.Music2 = new Sound(); Music2.attachSound('Music2'); [Code] .....
How do I get a sound to play throughout the entire flash site in the background? Go to [URL] and you will see what I mean. Its a great site by the way! In this "crucial limit" site, he has tunes playing in the background, and they keep playing despite how deep you navigate through the site, no matter what button you press, the song continues to play without stopping. [URL]
I wanted to make a visulisation based on sound, like a winamp plug in.The only thing that even remotely looks like it uses sound information is the sound players on FlashKit. (although they might be faking it)url...Is there any information that can be pulled from a currently playing sound in Flash to base a animation off ?
im having a problem with sound in the animation. I noticed that sound doesnt sync properly in 24 fps.The sound actually does sync properly when the sound is an event, but when the sound is set to stream, it actually doesnt play properly, and i need my animation to have streaming sound especially for the internet. So for example, if i added a sound effect to start on frame 30, when i play the animation in swf, the sound effect actually starts playing at the wrong frame, in this case, the sound plays before frame 30. So in this case, the sound plays too early, and therefore the sound effect doesnt match with the animation itself. I wanted my animation to be at 24 fps, so i assume theres something that i have to do to get sound to sync properly with the animation at 24 fps.
I am trying to embed some sound controls, and have hit a dead end. I made my play and stop buttons, imported my mp3,, assigned it proper linkage, and inserted this AS2 :
[Code]...
The buttons are named "play_btn" and "stop_btn" respectively. When I export it or preview it, hitting the play button does not do anything.... I hear no sound. What could be up with this?
I'm a newbie at Flash, so started playing with a pretty standard code sample: one layer contains a movie clip with a flying rectangle, another layer has a button to control it. All script code is in Main.as file. The rectangle was named square1 through the Property window. Here is the problem: the constructor for Main has a line: square1.stop(); to prevent clip from playing, but it doesn't help - it plays. I know the constructor fires, because it has trace("stuff") in it. The code does check that the stage has been created.
What strange is that square1.currentFrame always returns 1, and square1.totalFrames returns 1 as well. The layer has 24 frames on the timeline. I tried a tween with just 2 keyframes, then converted whole tween into frames - same result. I mean, the thing is flying before my eyes, how can it be 1 frame???
I even added a listener: square1.addEventListener(Event.ENTER_FRAME, onFrameChange); The event fires all the time, i.e. the frames change, but currentFrame is still 1. Also, tried to name individual frames and use square1.gotoAndStop("begin") and stuff like that. I am really stuck with this stupid problem.
I created a swf which loads multiple external swfs to 100% before playing. Which works fine. If I stop a clip while it's loading, I call loader.close() and I'm able to resume from where I left off at a later time. The problem I'm having is when I added the functionality to load the next clip while the current clip is playing. To be clear, I'll refer to the normal preloader as preloader, and the preloader which loads the next clip as pre-preloader. If the pre-preloader loads to 100%, everything is good. The next clip will play immediately without having to wait. If, however, the pre-preloader for the next clip is stopped at any point before 100%, the preloader will start loading at 0%.
With that being said, If I go back to the previous clip (which was previously already playing), the pre-preloader will pick back up where it left off, then if I go forward again, the preloader will pick up where IT left off.