Actionscript 3 :: Playing A Sound Object In Reverse ?

Feb 3, 2010

For a project I'm working on, it's necessary that I am able to play a sound object in reverse. How would I be able to do this in AS3?

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So I have this mc: this.slidingMenu it's a mc of a ring shaped menu, which turn around when 2 button get clicked. When the button on the right, mc goes forward until stop(), when the button on the left mc goes reverse until the stop(). In the first case i use gotoanplay, and everything goes fine. For the second I use prevFrame, like this:

[Code]....

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Actionscript 3 :: Know If A Sound Object Is Playing?

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In AS3 i've created a code that load a sound and execute it in streaming.

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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.

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Its been a while since I last posted but I was hoping someone would be able to help me asap. I am so nearly there but something is not quite right. I have alot of faith in this forum so I'm hoping someone out there can help! Here we go:

I have various movie clips within movie clips, these all work fine. Within one of the MC's, i have a button with instance name "left" and one called "right". These are used to cycle through my work (this is for my portfolio). The right button works fine, just plays the timeline of the MC using frame labels. I built my site last year but its going through a complete overhaul on the structure and coding side cos quite simply, its a mess Last year, i placed this code ON the "left" button itself:

[Code]...

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I have a image gallery where you can click a foward button or a backwards one. I have each image on every 15th frame. So when the person clicks the next button it plays from 1-15 where it stops if they click back it will go to 15-1 etc. I got it working with the 2 images so I can go between them but when I add a third it won't do anything. I execpt it's something to do with removing the event listener, but I'm not sure.

Code:
stop();
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[Code] .....

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I am looking anywhere to find a way to play sounds in reverse wih flash.

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I have a movieclip that is comprised of multiple images.These images are used as the backdrops of various different pages of my portfolio.Every image is in a specific order, so if the user decides to go from page 1 to page 4, it will pan through the first three pages quickly before stopping on the 4th page. Simple Enough.The problem is I want them to be able to also do this while manipulating the timeline in reverse. So say if they're on page 4 and want to go back to page 2, it will 'rewind' the timeline and stop on page 2.know there are plenty of tutorials out on how to play a timeline in reverse, however none of which discuss stopping automatically when reaching a certain point that is before the beginning

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In my flash movie, I've imported a very small video file. When the video is done playing, I wanted the user to be able to click a button and the video would play in reverse. I've gotten this to work with the _currentframe and _nextframe properties, but when I play the movie in reverse it's not as smooth. Here's an example of what happens: [URL] Once the movie is done playing, click on it. When it's playing in reverse, you can see it gets a little choppy when the guy gets towards the top of the rail. Has anyone found a way to play the movies backwards without having the speed affected? Maybe I shouldn't use the _currentframe property??

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i am new to this site and also to AS i am trying to create a an expand and collapse functionality in which i want a movie clip to shrink and disappear when i click on a button and reappear when i click it again the solution that i came up with was i animated the movie clip shrinking and disappearing and now i think playing the timeline in reverse will solve the other half and i also added the stop script at the 1st and last frame of the movie clip.

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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();
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[Code]....

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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

[Code]...

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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;

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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();
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[Code]....

This works, in a way, except that the resulting sound is distorted (it has a kind of a metallic ring).

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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.

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[Code]...

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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.

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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.

Code:
_SoundChannel = _sound.play();
_SoundChannel.stop();

And how can I set a SoundChannel volume to zero before allocating a sound to it?

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ActionScript 3.0 :: How To Reverse An Object

Jan 8, 2011

I can't able to reverse properly.

Code is

var angle:Number = 0;
var radius:Number = 100 + Math.floor(Math.random() * 101);
// Random object generation
var button:Number = 0;

[code].....

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ActionScript 2.0 :: Reverse // Mirror Object?

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Does anyone know how to mirror a movieclip using actionscript? like mirror to rorrim, I tried using the rotation method but it seems to do it but leave the movieclip upside down

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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?

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I'm building a video player and am kinda stuck at the volume slider part. It's a YouTube style vertical slider, meaning if the slider is in the top position volume should be 100% and if the slider is dragged to the bottom position sound should be 0. Currently it's doing the opposite of what I want :(

Dragging the slider down will make the sound louder, while dragging up lowers it.

Here is my code below dealing with the volume slider.

[Code]....

The (-4) is an offset value so when you drag it all the way to turn it off, it's 0 and not 4. I need to reverse this somehow, so the traces above will swap... going down will make userVolume = 4 and going up will make it 30.

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Is there any AS3 library or code-snippet that can create altered versions of a Sound object on-the-fly (at runtime)? Either based on:

An existing Sound object; A ByteArray object;

For example, say you have a "dry" sound of a gun-shot. You could:

[Code]...

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Actionscript 3 :: Sound.extract Method Empties Sound Object Data

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I am using the following to extract the byte info from a sound object - however if I go back to the same sound object and run this again, The byteArray has no bytes available.

var data:ByteArray = new ByteArray;
sound.extract(data,sound.length*44.1);
data.position = 0;
return data;

Is this the correct behavior? Is there not a way to do this multiple times on the same sound object?

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I have been at this for about 19 hours straight! I am going to go to bed immediately after this post, but for crying out loud, I have NEVER had this problem before today! Before anyone reads ahead and says 'you have to attach your sound object to a completely separate mc to be able to control it independently from all other sound/root volumes.' see if the following code accomplishes just that:

[Code]...

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Is it possible to take two Sound objects and combine them into one Sound object so that one Sound plays, and then the second plays right after it? I can just play the first Sound and then the next right after it, but it would be much cleaner to combine them before playing the audio.

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