I've been making a short movie. It contains some tweens (both shape and motion). I want the movie to automaticly pause at a specific moment (which bisects multiple tweens) and for a button to appear to contine the movie. I am completly new to flash and will have to have everything spoon fed to me.
I've been making a short movie. It contains some tweens (both shape and motion). I want the movie to automaticly pause at a specific moment (which bisects multiple tweens) and for a button to appear to contine the movie
I have some trouble with pausing and then resuming sounds in as3.
[Code]....
Pausing goes fine, however when I resume the song again, the sound starts playing a few seconds before I actually paused (so parts of the sound repeats itself). This is really annoying.
but i'd like to be able to pause the background music and then continue looping. this is what i'm doing now after i've stopped the song and acquired it's current position, and am ready to play again...
problem is that when it loops, it loops back to the resumePosition (as expected since that's when we told it to start playing from). so how to i resume AND loop starting over at the beginning of the song?
I haven't found this one yet, plenty about pausing sound, but I have sound loaded into a movie clip so:
Code: Intro1 = new Sound (soundLoader); Intro1.loadSound("SndIntro1.mp3", true);
I'd like to get a pause button to stop the animation, get the position of the sound, stop it also, and then clicking the play button will start the animation, and also the sound from the same position it was stopped (in other words resume the sound). Here's my script for the pause button, it's stopping the animation, but still not the sound:
Code: on (release) { pauseTime = Intro1_sound.position; Intro1_sound.stop(); stop(); }
I'm having problems with pausing and resuming a background sound on one button. I tried some examples from kennybellew.com tutorials, but it just wont work for me.I have done some button work before (toggling, turning layers on/off etc.), i just never had to deal with sound.
I am working on a Flash movie that contains sound. I am using the stop ALL sounds to turn off the sound but I am having trouble finding code for Actionscript to resume or even replay the music without interrupting the movie.
I have presenation where i kept different buttons & when mouse over than the popup window comes, now i want that button to show popup message to run one by one. I want to make that movie automatic without any click.
This script pauses 5 secs the timeline.. if I put that on a frame in main timeline works ok... // Set the following two values for how long you want to // loop, and how many frames to loop:
[Code]....
However I need to pause a swf loaded into level1 when a button is pressed... I couldn't customize it to make it work... I thought that changing the gotoAndPlay for level1.gotoAndPlay would be enough but it is not.
Okay, so there is a movie on the timeline, and at the end of it there is an action frame that stops the movie so it doesn't loop.
However, the last frame on another layer is also a movie clip, of a rotating circle. This rotating circle has buttons on it that will load other parts of the site. I want the circle to stop rotating whenever someone puts their mouse over it.
This script pauses 5 secs the timeline.. if I put that on a frame in main timeline works ok...Set the following two values for how long you want to loop, and how many frames to loop:
However I need to pause a swf loaded into level1 when a button is pressed..I couldn't customize it to make it work..I thought that changing the gotoAndPlay for level1.gotoAndPlay would be enough.
I'm a bit of a newb when it comes to Actionscript 3. Basically I have a movie that a different frames I need it to pause for different lengths of time. So for example on frame 10 I want it to wait 10 seconds before continuing to play and then on frame 20 I want it to wait 8 seconds before moving on, etc. I found some code that I put on frame 10 and it worked fine, but when I tried to put it on frame 20 it generated errors and it didn't pause:
I've got a single scene Flash movie with a number of embedded MovieClips. In the parent movie, on the first Actions frame, I have the following script to get the background music to play:
Basically I need to pause a Captivate movie (CP3) that is playing within a flash movie (CS4, AS3).
I have made a full motion recording with Captivate which I have imported into a flash movie. The flash movie is organised as a series of movieclips that play from the main timeline. My CP demo forms part of one of these movieclips (there are flash objects playing "on top" of it in different layers). I have a play/pause button on the main timeline that works to pause all of my movieclips EXCEPT for my captivate demo. This continues playing, while the movie clip is forms part of pauses, throwing everything out of sync.
how I can pause CP portion? My actionscript skills are minimal and I'm not even sure what object(s) to target.
I am currently using an onEnterFrame to animate a filter which is being applied to several different animated movie clips. This filter is triggered by an onRollover, which also pauses the main movie clip (that doesn't have a filter applied to it).
The problem is, the main movie clip in the background pauses but the layer that has the filter attached (and holds the movie clips that need to be affected by this filter) isn't pausing.
So, it's going:
onRollover Pause movie (which has an embedded flv) OnEnterFrame filter animation
I want it to pause all the movies on the current fram and then apply the animated filter.
I've tried adding a goToAndStop but this doesn't seem to work.
im creating a presentation that has a bunch of links to websites and pdf files. right now the presentation opens fullscreen when first opened but if the user clicks one of the pdf or web links the clip minimizes and if the user tries to maximize the flash window the menu bar at the top is visible and cuts off some of the content.
is it possible to detect when the user tabs away from the presentation so the clip will pause automatically and i can tell the user to click to continue? i know this code will work fscommand ("fullscreen", "true"); that will make the presentation fullscreen again but i need the movie to pause if the user clicks a link. i have seen this before in games where the game will pause if i tab to another program and i have to click to continue.
I have attached the file to this document, but basically I have a street scene which will eventually have about 5-6 people walking along the stage.
Currently on rollover of a button within the movie "movement_clip" my button will go to the overstate which shows a still of the animated women standing still. However...what I want to do on rollover, is I also want to pause "movement_clip" wherever it is in the process and then continue from where it got paused on rollout.
I am trying to get a movie clip to pause when the cursor rolls over it, and then make a darkened out area visible and have some text appear. I have succeed in doing so, but it looks funny. What I would like to do now, is once the cursor rolls over the movie clip it will finish the movie clips motion and then pause on a certain frame or frame label.
I have this slideshow that I'm so close to having completed, but there's one issue I'm having with it not resuming after certain buttons are used. I've tried to figure out what could be causing this but I just can't see what it could be. I feel I'm so very close to having this completed if it weren't for this one issue.
In the slideshow buttons '1' and '2' work perfectly, however buttons '3' to '6' are not working completely as they should. During the slideshow, as it plays through the slides if you click on button '1' or '2' you are taken to the corresponding slide and then the slideshow automatically resumes, which is correct. However, if you click on any of buttons '3' to '6' you are still taken to the corresponding slide, but the slideshow does not resume and stays on that particular slide. I've looked over the Action Script 3 code several times and I just don't see what could be causing this but I'm not too experienced so there could be some error, no matter how minor, that I am missing.
basically, what am doing is that am running a flash file (playing music) in the background of the app using webview, and when I want to stop the music , I just load "about:blank".I want to keep the flash file running (music) when my app gets paused (which works fine so far) the problem is when the app resumes, pressing on pause button launches a new webview instead of changing the link in the previous one and the sound doesn't stop.the only solution I found was to kill the process and restart the app, but that's not practical, any idea of how to still be able to use the same webview when resuming the app ?
Update: guess I wasn't clear enough, I have a webview widget stated as "gone" , I only need the audio form the flash file I'm running in the webview so the "play" button loads a URL that contains the flash file (so the user only hears music, and doesn't notice that I'm using a webview), when I press the back/home button the music doesn't stop (I like it that way) but when I go back and press on play again it loads another url in a new page, you get double music
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.
I've been reading up on GC in AS3, I understand how it works now, and how I should go about things, nullifying all references, weak references, avoiding circular references etc (I tend to have circular references now I think about it).
How does the GC in AS2 work in comparison? How often is GC activated in both environments?
And is performance the reason that the AS3 GC has become less automatic and less frequent?
In AS2 presumably it's having to do far more scans and more frequently, thus being more of an overhead?
How does the delete keyword differ in AS3 compared to AS2? I know many people used null in AS2. I tended to use delete for onEnterFrame events and instances of classes no longer being used, then just remove for movieclips obviously.
/*This creates a new timer object, that fires every 1000 milliseconds (each second), and will fire 10 times after it is started, then stop. Next we will create an event listener that will catch the Timer event, and call a function "changeText".*/
var alienTimer:Timer = new Timer(1000,10) // declare an integer that starts the timer at 10! this shows the seconds left on the timer var secondsLeft:int = 10;[code]................
When I instantiate a new object I want the object to automatically be named the same as the name used in the instantiation.var fred:Person=new Person();trace(fred.name); // traces "fred"Is there a reference I can use in the Person constructor to do this?
public class Person extends MovieClip { public function Person() { name = ??? // what goes here? }}
Why didn't my Flash version change after I invoked the update alert on 08/12/10. I had V 10.1.53.64 and your website shows the latest recommended to be V 10.1.82.76. After the update it shows mine still unchanged.
My system particulars are: XP SP2 32 bit IE V6.0.2900 32 bit