if sound is playing - dont play sound, else, play sound?
so that the sound effect only plays one at a time. So if holding down SPACEBAR for example, the sound will play and only after the sound finishes, can it loop if SPACEBAR is still pressed.
I have this script that plays a sound from the library randomly - it works and plays one of the three/four sounds each time it is clicked - but how can i make it play a different sound on each and never repeat - does that make sense?
so, on the first click it plays either 1, 2 or 3, chooses 2 so next click it will choose either 1 or 3, chooses 3, and next click it plays 1 and so on.
Having trouble figuring out the logic for this, I have an enter frame event that I move a character around trying to select correct numbers, using hit test. If they land on wrong number I have a sound that should play once but since is in enter frame it plays a million times, this seems like should be a common issue but haven't been able to find any solution on the internets. This is the basic idea:
private function enterFrameHandler(event:Event):void { if ( Collision(_player, _number )
I am have written a flash "reader" which I use as an aid for language studies. Various narrations are loaded into a combobox via an XML file, and the user can play the selected narration in a "sentence mode", a "passage mode" (several sentences) or in "continuous mode". (I use Soundbooth to set navigation cue points at the beginning of each "sentence".)
I would like to add a "Phrase Mode" which would cause the player to play the sound file until it hits a pause / quiet spot. In other words, if the user selected "phrase mode", the player would play to the next spot where there is no voice for x period of time. He/she will then be able to select 'repeat' to replay the phrase or 'next' to play the next "phrase" - as with the other modes. I am using FLVPlayback to play the .flv files.
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 am using Flash CS4. To illustrate, I created a new flash file and added a short tick sound to the library. I set the properties of the sound to export to Actionscript and named the class "overSound". I added a Movieclip object to the stage to represent a button and gave it an instance name of "overButton". On frame 1 of the main timeline I added the following code:
I'm trying to play some sounds in my flash project through action script. However for some reason in my code the call to Sound.play takes from 40ms to over 100ms in extreme cases, which is obviously more than enough to be very noticeable whenever a sound is played. This happens every time a sound is played, not just when that sound is first played, so I dont think its because the Sound object is still loading data or anything like that...
At the start I have this to load the sound:
class MyClass { [Embed(source='data/test_snd.mp3')] private var TestSound:Class; private var testSound:Sound;//flash.media.Sound
[Code].....
This as far as I can tell is following the same process as other Flash programs I found, however none of them seem to have this problem. Is there something that I've missed that would cause the play() method to be so slow?
I have a main page from which i open a popup window on button click. i this pop up window to display my data which i am getting from my Http request in my response() as rawdata. I did broke this data into array.
I can display the data everytime i close the popup window and open it again. But to do it at run time -- is the problem. I did tried to call the request.sent() again and again in a for loop, and it works, but it tends to send alot of http request, that is not good i believe.
Is it possible to inject data, for example a collection of assets (video, images...), in an swf at compile time?
We have a flex application that needs to be able to export an swf at runtime that contains all the necessary data, because it needs to run as a standalone application (on- and offline).
The idea so far was to create a server side script that calls the flex compiler and feed it the data it needs. This approach seems to work fine using the [Embed] tag for single files, but it gets kind of messy when trying to inject collections of data that vary in length for each exported swf.
We could generate an mxml file with one embedded variable for each asset and include it at compile time, but that approach seems for from ideal.
We've looked into some actionscript bytecode libraries, but those do not seem to be fit for this.
I am wondering if any one can point me in the right direction. I have a number of sound objects. I am wondering if there is any way I can pull out the byte arrays and stitch them together into as one bytearray.
It appears my sound is off sync and the longer I play the movieclip, the farther off sync it goes. Its nothing too complicated, just some basic shooting sounds that fire every time I hit the space bar. My code is below:
The Attack() method gets called from another class that handles all keyboard controls.when it gets called the sound then plays.firesound and firesound2 are almost the same. firesound2 sounds a little off pitch to make it sound more realistic.At first the sound sounds pretty good, not great. but then it gets terrible as time passes.
I made a new .fla project. and I attached the following class to it by it self. so the following is the only code in the entire .fla project and the issue still occurs. I press the spacebar and the sound starts a day late.
I want to build an android application that visualize some real time data , to get the position of objects and update it in real time and give me a simple animation . studied OpenGL ES for couple of days but it seems quite complicated but I dont think it fits to my needs
It's possible to play a sound file through AS, either by loading it from a folder or import it to flash. It's also possible to play a dynamic tone with flash.media.Sound + writeFloat.
But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!
I'm testing Live streaming with FMSS. The stream is pushed to FMSS buy Adobe FMLE software. Streaming works fine until I reach 1300-1400 simultaneous connections.No matter what the encoding ratebit is (150kbps or 2000kbps) the stream is no longer play from time to time (5-8 seconds).
The CPU (2xIntel Quad) is loaded less than 20% and memory used is about 2 GB (there is plenty of memory installed 32G). The OS is RedHat 5.3 64bit platform. Network uplink maximum rate is 4Gbps.I disabled the Queue but the problem still persist.
i want to make a single button to play a sound, and if pressed again, stop the sound. and if pressed again, play the sound, and so on... i know it has to be made with a boolean variable, true/false, but i just can't figure out how.
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?
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
I wrote something to capture sound from my microphone. I can visualise the sound data with SoundMixer.computeSpectrum.is there a way to mute the sound and still get sound data from SoundMixer.computeSpectrum?Now I have this:
sc=son.play(); var t:SoundTransform = new SoundTransform(0, 0); sc.soundTransform = t;
but I do not get any data. if I pump up the volume, data comes through again(I need to mute it because it will echo otherwise).
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'm trying to add sound to some buttons. It's just a little metallic 'klink' sound that plays on rollover. I only want the sound to play on the 'Over' state. So I've set up a layer (just for sound) for the button and I add my sound in the 2nd frame (the Over state). Everything is cool. All is good. And the sound plays on rollover. But the sound also plays when I click the button (i.e. it also plays on the "Down" state). Why? The Down state keyframe is completely empty. What's going on here? I've only put the sound in the "Over" keyframe, why does it also play in the "Down" frame (or when I click)?
I want to use a sound loop in my flash movie. The movie has many scenes. And the problem is that when I go to next scene or different scene I hear the sound repeating twice. I mean sound does not stop from first scene and begins from the different scenes.Is there any way to play sound like "stop all sound" option in Flash.
I have to play a sound file and show the progress of the sound file being played. I am using import flash.media.Sound; import flash.media.SoundChannel; But the PROGRESS event gives theprogress of loading of file. I want to know of much of the song has been played and how much more is left.
I am new to actionscript. I have created a script that will play server side sound object and client side mp3 files alternately. Now, I would like to play the client side mp3 first then only play server side sound object alternately. However, I have no idea how can I do so. The following is the code that need to be swapped:
I want to run a sound once in a timeline but want the sound to stop at the end of the first run on the timeline but want the timeline to continue to repeat without the sound running again.