Flash :: Dynamically Positioning A Sound With Panning
Sep 13, 2011
I'm trying to make a minigame in Flash about a mosquito getting smashed and I want the mosquito sound to pan as if it was in front of the player (so if the mosquito is at the right of the screen pan would be 1, and -1 in the left).Problem is, I can only use the sound transform in the play method, which leaves me with many sounds playing if I want to update the position of the mosquito (which happens on enterframe, 24fps).
I am using actionscript to place every thing on the flash dynamically. However, when I was finished I noticed a tiny little bug that I just can't fix. Whenever the stage.height is an even number one of the objects is misaligned by half a pixel. When ever the stage.height is odd it is perfect. See images below for what I mean. Here is the related actionscript (called upon load and resize):
I have a full screen movieclip, in which there are 5/6 buttons that can be draggable around the stage.Now, when i click on a button, a series of images appear at the side of it.What i want to do is to zoom in and center the stage on the photo if i click on it (something that you can see here: ml under the "projets" button, try and click one photo).It may seem tricky since you can actually drag and move the buttons, but logically it is not since i can retrieve the button position (and i place the photos inside it, so the distance between the button._x and the photo._x is in some way retrievable).
Anyway what i'm finding really tricky is the method to zoom and move the stage camera in order to center the photo.i thought of using the transition tweens on the _root in order to change the _xscale and _yscale to zoom, and the _x and _y to move itBut from here i have two problems: how can i determine the right amount of zoom if the stage is in full screen (so with all resolutions possible), and how much the _x and _y properties change after the zoom is done (because it seems to me that after changing the _xscale and _yscale of the _root, it changes the _x and _y values in it, in a way in which i have to add even 2000 pixels in order to center it)
I have a full screen movieclip, in which there are 5/6 buttons that can be draggable around the stage.Now, when i click on a button, a series of images appear at the side of it.What i want to do is to zoom in and center the stage on the photo if i click on it (something that you can see here: http:[url]....... under the "projets" button, try and click one photo).
It may seem tricky since you can actually drag and move the buttons, but logically it is not since i can retrieve the button position (and i place the photos inside it, so the distance between the button._x and the photo._x is in some way retrievable).Anyway what i'm finding really tricky is the method to zoom and move the stage camera in order to center the photo.i thought of using the transition tweens on the _root in order to change the _xscale and _yscale to zoom, and the _x and _y to move it.
But from here i have two problems: how can i determine the right amount of zoom if the stage is in full screen (so with all resolutions possible), and how much the _x and _y properties change after the zoom is done (because it seems to me that after changing the _xscale and _yscale of the _root, it changes the _x and _y values in it, in a way in which i have to add even 2000 pixels in order to center it
I want to be able to use it in another movie, in a specific location.I think the way I've made it means that I can't position it anywhere i want in the other movie..... because placement is described fairly absolutely......
I am generating some dynamic movieclips [reading polygons from SVG] and then adding them to a container movieclip [it happens to be a movieclip/class which was exported from FlashMC]. Now all these new movieclips are generated at runtime and I am not assured of their X and Y coordinates; I want them to be at a place where parent MC's co-ordiante falls.... say x:10, y:10.
Now the issue is i can not use MouseEvent.localX / stageX as I want the placement to happen soon after the MCs are generated. I hope I have described it to major extent...
I'm loading a XML to Dynamic Text field and all is OK, but the SWF is show at left out site of the flash document, I only want put a icon and a text in the same line, something like this: <body><img align="left" src="icon.swf" width="15"><mess>You have 4 new messages</mess></body> I try with many kinds of tags, CSS and attributes and nothing.
I have an application using the new sound capabilities in Flash Player 10 and I want to play a sound dynamically at a rate of 8KHz.
To play sound dynamically you need to listen for the sampleData event and then feed the sound object raw sound data. Unfortunately, the sampleData event appears to only be triggered to enable playback of sound sampled at 44.1KHz.
The microphone can be configured to sample raw data at 8KHz so why can we not configure the speaker to playback raw data at 8KHz. Is there something I'm missing? If not, is this feature in the roadmap?
I have a problem that I have not found a syntax error or logic error to explain. It appears to be an obscure problem related to playing a sound file and graphic positioning in the same file. My next step is to look for any known bugs. I have posted the file at. URL] When the page loads you will see a list of selections. Do not click any of the html Play buttons In the graphic arrow pointing to the right is the play button click it and a default file will start. Click the pause button (which will be green while the selection plays) Then click the play button again. The knob that moves while the song plays, will begin moving from the position it was at the time pause was clicked.
Click the stop button (arrow facing left with vertical line at tip) Choose a selection from the html list by clicking the Play button next to it. Then click the play button in the player display. The title of selection will appear in the title area. repeat the original steps (play, pause, play) This time the knob that moves while song plays, snaps back to the start and moves from start, rather than from the pausedposition.
I have a legacy file format that contains sounds embedded in it (in various encodings). I would like to be able to play these sounds in Flash (Air?) by reading the sound bytes out of the file and instantiating a Sound object with them.
If the sound is unencoded (e.g., raw pcm), I've found that I can use the new flex 4 SampleDataEvent.SAMPLE_DATA event to play the sound.
However, if the sound is encoded (e.g., mp3), then I'm at a loss. The sound expected by SampleDataEvent.SAMPLE_DATA has to be raw pcm. From what I've seen, encoded Sounds can only be instantiated by [Embed]ing them, or by using a URLRequest with Sound.load().
I have an app in Flash CS5 that I am creating for iOS. I am loading an external image to a frame with the UILoader. I would like to be albe to use the two finger zoom and single finger up/down/left/right movements on the image I loaded with the UILoader.
I have this document in flash where I want an image to pan with mouse movement. When I test the movie it runs ok with any problem. But when I resize the window the position of the big image, it goes all wrong. I'm going crazy with this. Any help? I'll leave the link here so you can see the .fla document.
[URL]
And here is the code (Actionscript 2.0)
var boundX:Number = bigPic._x+activator._x*(bigPic._width/activator._width); var diffX:Number = bigPic._width-activator._width; var easeSpeed:Number = 7;
I have trawled for days and found other tutorials, but not one specifically like this, where the user clicks on a link and the site pans to a specific section on the same page, an 'x y co-ordinate' I guess. I am looking to create basically the same style of movement from the above example.
I'm kinda new in flash and as3 so this may not be as difficult as it looks right now.I've been trying to figure out how I can pan an image in flash (x and y). I have a movieclip and I want the user only to see a small part as he's panning with the mouse.
I know in Java googleMap.draggable = false; in "google.maps.MapOptions object specification" disables dragging, but how it works for Action Script 3.0 ? I want to disable dragging/panning by mouse. I used googleMap.disableDragging(); but it doesn`t work ..
I'm trying to load sound dynamically. I have 4 loops (mp3) and I want them to go like this: loop1 - loop2 -loop1 - loop3 - loop1 - loop4 and repeat... Is this possible? I've tried onSoundComplete but how will I get it to start all over?
Are there any built in utilities for playing/creating MIDI style music in AS3?I'm not looking for something that will play .mid files, but something that will be able to play a "Middle C " tone, either as a piano tone, or as a cheap computer tone.
I was wondering if there was a way a user could click a button to record a sound that would be stored to a sound clip and played back by the click of a button?
In other words, can I dynamically record a sound from my mic into a sound clip in an .swf?
I have a project where I dynamically generate a single tone and have to alter its frequency as the scene progresses. All the ways I have tried so far result in a clicking or popping noise when the tone's frequency changes. Does anyone have some source code for a way to change the frequency without the irritating click/pop noises?
I have a sound that loops during a part of my movie. when this part ends I need the loop to stop anyway it can while the rest of the movie plays.anyone know how? I have attached the sound dynamically from the library it is not on the main timeline.
I have a sound that loops during a part of my movie. when this part ends I need the loop to stop anyway it can while the rest of the movie plays.anyone know how? I have attached the sound dynamically from the library it is not on the main timeline.
However I find that when I run the movie, the sound plays at a higher speed (chipmunk music!). The clip was one that I created myself, its a 48kbs mono .mp3 file
Also, I am having trouble making an MP3 that loops perfectly. I have trimmed the sound perfectly in Nero wave editor, but the encoding process appears to add a short pause at the start and end of the file, which produces an annoying gap in my loop.
I built an app in flash where you can rotate objects and save positions and rotation to xml.... that xml then feeds html to produce a layout that is then rendered the a pdf It seems that every time it goes to the html, a rotated object in positioned a little to the lower right then the position in flash.
I know the rotation in css in different, but I think if I can find the true top left of the rotated object in flash and pass that it will solve the issue.
I tried this
newx = imageHolder.parent.localToGlobal(new Point(imageHolder.x,0)).x; newy = imageHolder.parent.localToGlobal(new Point(0,imageHolder.y)).y; also this imageHolder.parent.globalToLocal(imageHolder.localToGlobal(imageHolder.getBounds(imageHolder).topLeft));
I am currently designing an interactive magazine through flash and was wondering if there is any way that the user of the magazine upon opening it can be prompted to record their name and then have that voice recording played back when they perform certain actions while interacting with the magazine?
I always run into the same bug concerning the x and y positioning of a Movie clip. When I try to get the X and Y values of a movie clip inside another movie clip, they aren't the same values (since I guess every MC has it's own x,y grid starting at point 0,0 where that MC is placed on the work area). How do I get the x and y values of a MC inside another MC when I want those values to be the same as the _root's x and y values? In other words: The movie clip that is inside the other one is moving on a simple guide path. I want to create "lasers" (or whatever) at its own coordinates every few seconds depending on where that moving MC is at when the shooting counter is up.