- how can I start the player from the position "pause" (so without playing a song when I open the flash) (and so with the button in position "play")
- I would like to add the button "previous track".. what code I need to create into the "mp3player.as"? (I think the button is the same of next but with "negative image" and with different names..)
- for a button like "stop" what I have to do? (a button with a simple action like: stop(); or stopAllSounds(); ?) (I've tried but without success...)
i need to find a way to pause and start again from that same position the 'infinite menu' found here on kirupa URL...A friend of mine attempted to help me, and gave me some code to fiddle with. I did fiddle with it, but problem was, the code was for Flash MX 2004. So it didnt work on my MX. Here is the existing code i have, but doesn't function (i.e. works fine when control>Test Movie, but doesnt work when actual .swf from folder is opened)[code]
Brand new to CS4 - downloaded last week, installed update, went through Adobe online tv tutorials.I took an wmv file and added it into the Media Encoder and exported it to f4v file. I went to CS4, created a new Flash Action Script 3, imported video, with one of the skins for client playback control. I saved the file. I published using "pause at start". In IE7, which is what the stats on the website are showing 40% of my visitors use, the Flash movie starts immediately. How do I get the Flash movie to appear on the screen with the first frame showing and the instrumentation there, but paused so that the client controls the start?
I have a full flash site that loads a lot of external flash files. They are not all needed though for the main interaction. So let's say there's five links from the homepage, each one sending to a different page. Out of those five, there's two that are essential and that are pre-loaded, and three that will be loaded only if the user clicks on them. Now, I thought that, while the user is browsing one of the two essential pages, why not preload the other pages in the cache? This way he won't have to wait later on. So my config is:
1 - preload pages 1 and 2 2 - Load pages 3, 4, 5 in the case user is browsing page 1 or 2 3 - If user clicks on page 3, 4 or 5, load this page 4 - If user clicks on 3, 4, or 5, preload the clicked page and stop the preloading of the two others 5 - If user clicks on another non-essential page, resume loading of the page
Ok, steps 1, 2 and 3 are obvious and easy. But I'm stuck for steps 4 and 5. If I begin preloading the pages 3 4 and 5, how can I "pause" two of them to let the page clicked by the user use as much bandwidth as possible? And if the user clicks another page, and it has been loaded up to 70%, or 30% or whatever, how will I resume the downloading from there? I am confused. I hope my question is clear enough. Basically, if someone can point me to a way to stop a preloader, meaning, stop it from downloading an external file, and resume it later from where it stopped, I think I could work up the rest.
I'va any troubles in controlling sound in an external swf. I need to stop/play/pause it. I've put the sound file on the timeline of the external swf and I want to control it from tha main movie in wich I've load it. the swfs are made using AS2.0
My final goal would be to have the animation pause after the first click, then resume with the next click and so on.So, after successfully having started the animation on I tried adding a
this.addEventListener(MouseEvent.CLICK,stopF); function stopF(e:MouseEvent):void{ this.stop();
I have a flash player that plays an MP3 from my website. On one of my pages i have around 20 of these flash players embeded on the website. i've seen on other websites so when the user presses the play on flash player #1 and then while that's playing, they press play on flash player #2, it would first pause and stop flash player #1 and then start flash player #2 and so on.
I finished with the video basics tutorials, however with the tutorial the video automatically plays at the beginning. Is there a way for the video to start off paused? [code]...
How can I get the pause button to stop sounds and music, and the play button to start them up again? As of now, it only stops the animation, and lets the music continue.
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I have a grid of letters. I want to create the else aspect, where if you don't drop the letter on any square, it'll return to its original position. Issue is I don't declare it's original position, i simply use placement on stage.
I'm trying to make a movie clip play when the mouse is in a certain position on the screen without using invisible buttons, coding this myself so far I've got
I'm using the indexOf method to search for a substring in a String variable in Actionscript 3. The indexOf method allows you to specify a second, optional parameter - the starting position for the search. However, I'm not sure whether the position returned by indexOf is relative to the very beginning of the string, or to this optional parameter.
I'm trying to make a movieclip rotate around it's center (this is no problem since the center will never change). The problem that I am having is when I press the movieclip, in let's say the bottomright corner, and move the mouse the movieclip flips to a certain angle depending on my mouseposition. After the weird flip it works fine but it's the initial mouse click that makes the movieclip flip to an angle.I've tried playing around with different values to substract or add the starting angle but eveytime the result is not what i am looking for.Current code:
I have this script, that zooms and fades the movieclip but I also need to shift the position slightly from the start state to the end state. For example var startX = 60 var endX = 70 so when the zoom start it starts at x = 60 and slowly moves as it zooms out to x = 70.
I'm trying to make a movie clip play when the mouse is in a certain position on the screen without using invisible buttons, coding this myself so far I've got _root.top = 319 _root.bottom = 445 yval = _root._ymouse; if (_root._ymouse > _root.top) { _root.flowers.play(); } else { _root.flowers.stop(); } Doesn't seem to work right.
I have found a generic recursive loop that stops/pauses all child movieclips. If I change stop to play in the code, it plays all child movieclips simultaneously. I want it to resume only one animation at a time. I want a generic recursive loop that resumes animation from last position (position it was paused) irrespective of whether I have paused on the main timeline animation or animations within child movieclips or animations within grandchild movieclips. (I have animations on main timeline, animations within lastFrame MC of maintimeline, and again within last frame MC of child's timeline).[code]...
I have one movie clip that when clicked on moves to the left of the screen, after it gets there I want another and exteral swf to load. But I dont know how to get the external clip to load after the movie clip gets to the left side of the screen....Here is what I got so far..
I've got a problem with an if/else statement within a function which checks to see which 'drop area' one of ten items should to snap to.. the problem is I can only set the start location of each item to work on the first hitTest, otherwise after clicking another item or positioning any item in one of the drop areas, the drop area becomes it's start location due to startDrag() and stopDrag() been called again to move the object..
What I've tried to do here is to create a variable (which does trace the correct (currentTargetHome) movieclip reference, but as a string) but it doesn't work when I try to access it's attributes using [currentTargetHome]. The item exists within the movieclip "gamePage" and the rest of the function works !
I just followed this tutorial and I did get how it all worked.. and i got my movie clip flying arround the stage. Then when i tried to apply it to a little project i'm working on, i couldn't get it working. I have a movie clip called mc_main and when i click a button I want it to move - using easing - to a new position on the stage. In the first frame of my timeline i have put this AS:
I'm trying to have a movie clip with 4 buttons that moves to the four corners of the stage.Depending on which button is clicked, the movie clip goes to that corner.he trouble I'm running into is determining the variable start points. If the end goal is the lower right corner, it needs to be able to move there from the upper left, the lower left and the upper right. So I need to set the starting position as a variable I assume, but can't get it working.
I checked all flaskit sources and tutorials. All of them are telling about mp3 players with stop, play and pause buttons.
Is there any source or tutorial about a radio which continiously play songs ? No pause, no play, no stop button. it will play songs in specific folder nonstop in loop. ?
I've made a very basic mp3 player with simple play and stop buttons and it works just fine. However I have noticed that when you click play again while the song is playing it plays the song again from the start over the top. Same if you click it 3 times 4 etcetc. I have no idea how to disable the button while the song is playing/until the user clicks stop. This is the code I have on the play button:
on (release) { weddingSound = new Sound(this); weddingSound.attachSound("wedding"); weddingSound.start(0, 99); }
This is the final part of a website I built and the owner is holding out on payment until this is done
At the moment, I am attempting to make a music player that will play a specific song of my choosing. I am stuck at the part where you can pause the sound, and then play it in the same place. I have tried many things such as using the timer utilities. Right now, when I pause it, it stops, and when I press play, it plays from the beginning. stop(); var channel:SoundChannel; var soundCheck:Boolean = true; var song:Sound = new Sound(new URLRequest("song.mp3")); channel = song.play(); [Code] .....