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Audio Clip Loading On Buttons For No Good Reason? (bug?)


Hey everyone, I think this is more of a general question than a detailed audio question, so I posted here.

Here's the deal:

1) I imported a very small .wav file.
2) On single movie clip, I added this .wav file on a seperate layer

I am only using the .wav file on this movie clip, NOWHERE ELSE!

This particular movie clip resides on the first scene on my movie, nowhere else. The sound clip is not set to loop, and the entire movie clip only plays through once (simple STOP ActionScript tage at the end)

When I get to the final scene of my movie, its a page with several buttons on them. These buttons were made before the movie clip with the.wav file in it, and these buttons have no relationship whatsoever with this .wav file.

[here's the weird part] However, when I test the buttons (which still work great except for this little problem)... suddenly the .wav file plays (and it plays much louder than it does on the movie clip where it belongs!) whenever I hover over them.

I have no clue why this .wav file is suddenly playing. Its blowing my mind.


Here's the only insight I can add that may hint at the problem: There is one button on the page that does not cause the .wav file to execute. Ulike all the other buttons that do cause the .wav file to play, this one doe snot have any "on{rollover}" or "off{rollover}" commands (all the rollover effects just gotoandplay a different frame on the current scene, nothing elaborate).

What am I missing here? any ideas?




FlashKit > Flash Help > Flash MX
Posted on: 02-10-2004, 07:40 PM


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sound.play();

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}
else{
trace("vars failed to load");
}
}
lv.load(url);
}



Each text file has, this way, a variable "content_new" and a terminator "textloaded".

The problem is that when I press a menu button, there's a fraction of a second where the Text Box becomes empty, but the second after it appears with the previous text (not the new) - nothing happens for about a minute; only then the new content appears.

What am I doing wrong?

Kind regards,

Kepler

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Audio Clip On Website
Howdy,

I am designing a site for some friends of mine in a band -- I have gone over all the arguments about music on websites - I lost -

anyway - I have an on/off button which comes up with the clip - works fine.

What I need to do first in the flash movie is place the same sound clip prior to the on/off button sound clip coming up.

SO - load website -- hear one loop of sound clip
then second and subsequent loops of sound clip
but w/on off button.

Any help would be much appreciated - I have tried a few things but think I am on the wrong track -- if I put the movie clip (containing the sound and button) at the 55sec mark(end of first loop) - it starts up but button only shows in one frame.

I am sure there is an easier way to do this - doh!!

Thank you

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Progress Bar For An Audio Clip?
2004MX Prof. I need to have a progress bar display as my audio clip plays. I use the start stop methods on the sound object instance in my action script. I have not seen this done with action script, can anyone help??

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Synching Clip And Audio
I've got some "puppets" that give various audio feedback to students during a game. They slide on, say the audio, and (hopefully) slide back out. Sometimes however, they don't slide out.

Here is how the puppet is set up.

blank keyframe with a stop();
A label "enter" on frame 2 with the slide into screen part
A label "loop" on frame 8 that starts the mouth moving.
A keyframe with code on frame 27 that sends the movie back to loop.
A label "exit" on frame 28 that stops the mouth and then slides the puppet off screen.
Where it loops around to frame 1 to be ready for the next time it is needed.

Then on my main timeline I have the code below which sends in the puppet, starts a specific sound, waits for the sound to finish and then sends the puppet out.

The problem is the sounds are of various lengths and due to various loads on the player even the same sound will take a different number of frames to complete.

If the puppet is on frame 27, the one where the code sends it back to loop, then the code on the puppet instance "overrides" the code in the function. In other words, function says, "gotoAndPlay("exit")" but the puppet's timeline says "gotoAndPlay("loop")" and the puppet's timeline "wins."

Any ideas?

My thought is to add an onEnterFrame to the function that will cancel after one frame and have it send the puppet to exit again. If it was already send it will just be there anyway and if it wasn't set it will go there. What do you think? Any other approaches?







Attach Code

feedbackClip = home.createEmptyMovieClip("feedbackClip", 107589);
function playFeedback(puppet:MovieClip, soundID:String):Number {
if (!isPlaying) {
trace(newline+"starting "+puppet+" on frame"+puppet._currentframe);
isPlaying = true;
curScene.onRollOver = empty;
curScene.useHandCursor = false;
var audio:Sound = new Sound(feedbackClip);
audio.attachSound(soundID);
puppet.gotoAndPlay("enter");
setTimeout(playAudio,200);
}
function playAudio() {
audio.start();
}
audio.onSoundComplete = function() {
trace("Ending "+puppet+" on frame "+puppet._currentframe);
delete curScene.onRollOver;
curScene.useHandCursor = true;
isPlaying = false;
puppet.gotoAndPlay("exit");
};
return audio.duration+50;
}

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