Sound Tempo
Hi,
I have a repeating sound effect that I want to use actionscript to control how quickly it repeats. Think of footsteps- I want the footsteps to quicken as the mouse gets closer to a certain target, and slow down as the mouse gets further away....
what do you guys think? I'm pretty sure this can be done. Thanks in advance
ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 06-15-2007, 01:00 AM
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Tempo Of Sound
Hi
I have a sound clip attached to a layer, and the sound clip is set to stream.
I was wondering if there was anyway, using buttons or a slidebar, for the user to change the tempo of the sound clip when they want whilst viewing the swf?
Thank you.
Tempo In Sound
Hey all...
I've had a bit of a look around regarding this, couldn't find anything useful. Anyone know if you can alter the tempo of a music loop in Flash 8??
Any help appreciated!
Ta
Control Sound Tempo
Hi friends
I want to control tempo in a sound file thru actionscript. Anyone know about this. Friends this is very urgent. Please help me
Thanks,
Karthic
How Can I Control Sound Tempo :(
Hi friends
Can i control tempo in a sound file thru actionscript. Anyone know about this. Friends this is very urgent. Please help me
Thanks,
Karthic
Rotation And Tempo
Hi there,
I am new to ActionScript and hope someone can help.
1. I want the user to be able to activate a ball (ball_mc) which will rotate around a circlular ring (ring_mc).
2. I want the user to be able to control the speed or tempo at which this ball moves around the ring.
3. One rotation of the ring will equate with a bar of music. Therefore the user should also be able to decide on the beat length of the ring in musical time i.e. 2,3, 4, 5, 6, 7, 8, 9, 10, or 12 beats.
4. On the ring the user will also be able to place movie clips which represent percussion sounds (duration_mc) and I therefore also want the ball_mc to trigger the percussion sound when it encounters the duration_mc.
5. I want the percussion sound triggered to be determined by the colour of the ring_mc and the user should be able to drag different coloured rings on to the stage. I have created an empty movie clip called canvas_mc to house the rings and I have seven different coloured rings which will each have a different associated sound.
All very complicated. Any help would be greatly appreciated.
Cheers!
Farmerito
SetInterval, Not In Tempo
Hi everyone.
This is my first visit to this forum. Just become a member. I've been working with Flash for a while now, and I think it's just wonderful. Some time ago a got an idea to build a metronome, you know a little thing that help musicians to play in tempo. The only way (as I know) to do this in Flash is to use the setInterval function. My code looks like this: (I've simplified it a bit)
_global.spela_upp = function(){
function wait() {
_root.hiSound.start(0,1);
}
myTimer = setInterval(wait, 180);
}
The problem is that when I use a smaller number than 180 for the delay between the clicks, my metronome don't play at an even tempo. With higher numbers, it sounds fine. I've build a test program with only the code above and a button to start it. My first metronome is build with a couple of thousend lines of code, I thougt that the size of the program made the metronome to go uneven, but with as few lins as above I get the same problem.
Is there another way to get delays, or is this a Flash problem (meaning I just can play slow melodies).
I would be glad if someone has an answer to my problem, as I have spent a lot of time on this project.
I'm using Flash MX Pro 2004
Thanks in advance.
Math And Tempo
This may be a tuff one.Well for me it is anyways.I have 8 sounds recorded at 120 bpm.Each sound is one quarter note long.I have them moving by and called by a set interval.What I'm trying to do is get them to play in snyc with the interval.My movie is set up at 12 frames per second.So i guess what I can't figure out is what to put my interval at.So they would play then go to the next one,then the next,after all 8 have played it starts over.This may not even be possible.But I'm stuck.
Thank you
Rotation And Tempo
Hi there,
I am new to ActionScript and hope someone can help.
1. I want the user to be able to activate a ball (ball_mc) which will rotate around a circlular ring (ring_mc).
2. I want the user to be able to control the speed or tempo at which this ball moves around the ring.
3. One rotation of the ring will equate with a bar of music. Therefore the user should also be able to decide on the beat length of the ring in musical time i.e. 2,3, 4, 5, 6, 7, 8, 9, 10, or 12 beats.
4. On the ring the user will also be able to place movie clips which represent percussion sounds (duration_mc) and I therefore also want the ball_mc to trigger the percussion sound when it encounters the duration_mc.
5. I want the percussion sound triggered to be determined by the colour of the ring_mc and the user should be able to drag different coloured rings on to the stage. I have created an empty movie clip called canvas_mc to house the rings and I have seven different coloured rings which will each have a different associated sound.
All very complicated. Any help would be greatly appreciated.
Cheers!
Farmerito
Change Tempo
Hi Everyone,
I've got this little project I'm working on and I've hit a snag. I'm trying to make a little rhythm creator for educational purposes and I can't figure out how to change the tempo. I thought it would be as easy as having a button that upped the frame rate but that doesn't seem to be possible.
I'm pretty much an actionscript newbie (more of a CSS guy) so any advice or pointers would really be appreciated. Thanks in advance!
http://danielbrowndesign.com/rhythmmaker.fla
Daniel
Rotation And Tempo
Hi there,
I am new to ActionScript and hope someone can help.
1. I want the user to be able to activate a ball (ball_mc) which will rotate around a circlular ring (ring_mc).
2. I want the user to be able to control the speed or tempo at which this ball moves around the ring.
3. One rotation of the ring will equate with a bar of music. Therefore the user should also be able to decide on the beat length of the ring in musical time i.e. 2,3, 4, 5, 6, 7, 8, 9, 10, or 12 beats.
4. On the ring the user will also be able to place movie clips which represent percussion sounds (duration_mc) and I therefore also want the ball_mc to trigger the percussion sound when it encounters the duration_mc.
5. I want the percussion sound triggered to be determined by the colour of the ring_mc and the user should be able to drag different coloured rings on to the stage. I have created an empty movie clip called canvas_mc to house the rings and I have seven different coloured rings which will each have a different associated sound.
All very complicated. Any help would be greatly appreciated.
Cheers!
Farmerito
Rotation And Tempo
Hi there,
I am new to ActionScript and hope someone can help.
1. I want the user to be able to activate a ball (ball_mc) which will rotate around a circlular ring (ring_mc).
2. I want the user to be able to control the speed or tempo at which this ball moves around the ring.
3. One rotation of the ring will equate with a bar of music. Therefore the user should also be able to decide on the beat length of the ring in musical time i.e. 2,3, 4, 5, 6, 7, 8, 9, 10, or 12 beats.
4. On the ring the user will also be able to place movie clips which represent percussion sounds (duration_mc) and I therefore also want the ball_mc to trigger the percussion sound when it encounters the duration_mc.
5. I want the percussion sound triggered to be determined by the colour of the ring_mc and the user should be able to drag different coloured rings on to the stage. I have created an empty movie clip called canvas_mc to house the rings and I have seven different coloured rings which will each have a different associated sound.
All very complicated. Any help would be greatly appreciated.
Cheers!
Farmerito
Tap Tempo Music BPM Calculator
This is for flash 4:
I need to make a movie where the user can tap the space bar to music they are playing and have the movie calculate the tempo.
Basically the tricky part is to calculate the time between taps, and divide by the number of taps so far.
Anyone got any ideas how to start??
Cheers.
Controlling Tempo In Flash
OK, I've got a question.
What I'd like to do:
1. Have a bunch of buttons assigned to different sounds.
2. Click the buttons in a certain order to queue the sounds..
3. Press play Button to start playing sounds, BUT:
4. Press the Enter button to end the previous sound, and play the next queued sound.
How would I do this? Here's what I'm roughly thinking:
1. Assign each sound to a symbol.
2. Create an array.
3. Create a for loop to store each sound into the array.
4. Make Flash play each sound in the array sequentially when you press enter.
Is this possible? Would my idea work? Is there a better way to do it?
I'm new to Flash/Actionscript, but pretty experienced in C#.
Changing The Tempo Of Audio In Flash
I am wondering if anyone has done a project where the user can change the tempo of a audio file during run time. I'm putting together a program where the user can mix two sound files, but I need to have the option to change the speeds so they can match the beats. Anyone?
Interactive Tempo Changes In A Flash Movie With Music
My Goal is for the user to be able to control the tempo of the music that is in my interactive flash movie using a slider. Is there action script for this?
If anyone has seen the Virtual Theremin made with Shockwave, it can do this I' just want to know how.
I have a sneeking suspicion that it might have been done by just setting a go to action to a differeent part of the timeline that contained the movie at a different tempo.
So if anyone has any insight or script for me ASAS I would appreciate it.
Fade Control On Frame Rate / Tempo?
Does anyone know if it's poosible to have an
fade control to change the speed (frame rate)?
I need the wole movie to change speed.
Please anyone
Adjusting Tempo Of Audio File In Flash
I am wondering if anyone has done a project where the user can change the tempo of a audio file during run time. I'm putting together a program where the user can mix two sound files, but I need to have the option to change the speeds so they can match the beats. Anyone?
Changing Tempo Of Audio File In Flash
does anyone have a good way of doing this?
I tried placing the sound on the timeline of an mc, setting it to stream and controlling the speed that the mc played but this didn't sound very good.
so I tried making a sound object and making a function that stopped the sound, started it again at a particular pos (depending on the value of a var), increased the value of that var etc. This function is called over and over and kind of has the desired effect but still doesn't sound any good. I've attached that file (had to remove audio file from library - just import a sound and give it a linkage ID of 'drums')
Anyone have any ideas?
thanks
Attach Sound, Play Sound & Stop Sound.
Hey there,
I was wondering if any of you could help me please.
I want to play a song which I have named "rundmc" The file extension is ".mp3"
I want a button to play this mp3 which I read you need to attach that sound, then play it and I want to a button to stop that sound, or preferably the play button to change into a stop button.
I've read the help files, but none of it works and I've changed the linkage for the mp3 to export for action script, but nothing works!!!
Please help,
NK.
Problem: [sound].setVolume(x) Controling Two Sound Objects In One Call...?
Hi there, hopefully some or at least one of you will be able to figure this out because it's wrecking my head!
Basically I'm writing a little looper player movie, that will play [x] number of techno/jungle/house/whatever music loops at the same time, and the user will be able to switch loops and turn loops on and off whenever they want to. I'd like to avoid putting sound in the timeline so I'm using sound objects to trigger the sound properties.
For a test, I've created two sound objects (these will later be in a 2D array), but for now- just two sound objects, I've attached the sound to the links in the library, and set the volumes on both sounds to 0. Both WAVs in the library have the linkage on "Export this symbol" and they are labelled/identified as "loop1_link", and "loop2_link"... (obviously without the quotes in the properties box). Here's the code:
// ---------------------------
loop_test1 = new Sound();
loop_test2 = new Sound();
loop_test1.attachSound("loop1_link");
loop_test2.attachSound("loop2_link");
loop_test1.setVolume(0);
loop_test2.setVolume(0);
loop_test1.start(0,999);
loop_test2.start(0,999);
// ---------------------------
So the sounds are triggered when the movie loads, and the start playing silently in the background for 999 loops.
Here's the problem:
In the interface of the movie, on click of a play button, I'm making a call to _root.loop_test1.setVolume(100) to turn that sound on, but when I make that call, the volume is set to 100 for BOTH loop_test1 AND loop_test2 !! I'm hearing both loops playing at the same time and I only want to hear just the one. Makes no sense to me because I'm only telling that ONE sound object to set it's volume to 100...
Any ideas? Any feedback/comments would be greatly appreciated.
Cheers,
Anthony
-Dublin, IE
.stop() For Sound Object Stopping Embedded Video Sound
I have a problem where the stop funtion for a sound object is stopping the audio in an embedded video. Has anyone ever encountered this? Ihave poured over my code and there is no cross-linked intance names, so I do not have a clue what is happening.
Is It Possible To Change The Sound Volume On Individual Attached Sound Clips?
For instance, I have 2 attached sound samples, both playing continuously. I want to be able to control the volume for both separately.
All I know I can use is setVolume, but that one seems to be global only and changes the volume on both.
I tried having different names on the attached sounds (sound1, sound2) and had the volume buttons refer to sound1.setVolume and sound2.setVolume, but each of them controlled both sounds. Also tried attaching the sounds into individual MCs, but got the same result .
So, can this be done?
Edit: oh, there was a forum for sound and music, my bad. Can seem to find how to delete this thread so have to leave it here or if some mod moves it.
Edit2: Ok, think I got it to work, was trying this method before posting (from FAQ), but couldn't get it to work... might have now... buggy it seems.
Quote:
Why is my sound object controlling volume or pan of all sounds in the movie?
a sound object without an associated mc is a "global" sound object and controls volume and pan of all loaded sounds.
to ensure that a sound object controls just one sound pass the target path of a unique movie clip to the sound function.
myuniquesound = new Sound(target path to unique mc);
OR
// dynamically create a mc and associate it with a sound object
soundobject = new Sound(createEmptyMovieClip("snd",getNextHighestDep th()));
Edit3: Problem solved .
AS3 - Sound Bug - Multiple Copies Of The Sound File Plays/loads
AS3
I have a script that loads an mp3 file. Then, there is some visualization with to the music. When first loading the flash file, there is one copy of the sound. When the flash file is loaded again, there are multiple copies of the sound file being played. When I used the stop button it only stops one of the copies.
Here is the script:
var url:String = "currentMix.mp3";
var request:URLRequest = new URLRequest(url);
var s:Sound = new Sound();
s.addEventListener(Event.COMPLETE, completeHandler);
s.load(request);
var song:SoundChannel = s.play();
song.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler);
var ba:ByteArray = new ByteArray();
var gr:Sprite = new Sprite();
gr.x = -850;
gr.y = 25;
var blur:BlurFilter = new BlurFilter(2, 8, BitmapFilterQuality.HIGH);
gr.filters = [blur];
addChild(gr);
var time:Timer = new Timer(10);
time.addEventListener(TimerEvent.TIMER, timerHandler);
time.start();
function completeHandler(event:Event):void {
event.target.play();
}
function soundCompleteHandler(event:Event):void {
time.stop();
}
function timerHandler(event:TimerEvent):void {
SoundMixer.computeSpectrum(ba, true);
var i:int;
gr.graphics.clear();
var mat:Matrix = new Matrix();
mat.rotate(1.57079633);
gr.graphics.beginGradientFill(GradientType.LINEAR, [0xFF0000, 0x000000], [1, 1], [66, 175], mat);
gr.graphics.moveTo(0, 0);
var w:int = 5;
for (i=0; i<550; i+=w) {
var t:Number = ba.readFloat();
var n:Number = (t * 55);
gr.graphics.drawRect(i, 0, w, -n);
}
}
//tracking playing
var isPlaying:Boolean=true;
var pos:Number=0;
stop_btn.addEventListener(MouseEvent.CLICK, stopSound);
play_btn.addEventListener(MouseEvent.CLICK, playSound);
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
function stopSound(e:Event):void
{
song.stop();
nowPlaying.stop();
pos=0;
isPlaying = false;
}
function playSound(e:Event):void
{
if(!isPlaying)
{
song = s.play(pos);
nowPlaying.play();
isPlaying = true;
}
}
function pauseSound(e:Event):void
{
pos = song.position;
song.stop();
nowPlaying.stop();
isPlaying=false
}
stop();
How To Control The Sound Volume On A Timeline Base Streaming Sound?
Hello everyone,
I have a MovieClip "Animation" with added sound as a Streaming. I have also created a Volume SiderBar which I would like to use to adjust the volume of the sound on my Flash.
The Volume SliderBar work fine and I need to some how assign the volume to the position (Value of) volume. I was wondering if someone can tell me how I can do this on a sound which is timeline based?
Thank you very much and have a great day,
Khoramdin
How To Use A Value Of A String Variable As A Sound Class (as Linkage Name Of A Sound File)?
Hi,
I need to use the value of a string variable as a linkage name of the sound imported in the library, I have this code:
var SoundArray:Array=new Array;
SoundArray[0]="S1";
SoundArray[1]="S2";
SoundArray[2]="S3";
var MySound = new SoundArray[0];
B1.addEventListener(MouseEvent.CLICK,PlaySound);
function PlaySound(event:MouseEvent) {
MySound.play(0,0);
}
where S1,S2,S3 is the name of the classes in the linkage name for the 3 sound files in the library.
I get this Error for the highlighted line of code:
TypeError: Error #1007: Instantiation attempted on a non-constructor.
at Untitled_fla::MainTimeline/frame1()
How Do I Call Sound Files For A Sound Player Created In Flash
I want to create a sound player for a website in Flash 5. However, i do not know how to play the files without importing them into the flash movie. If i imported all of the sound files i am using, my flash file would end up being about 25meg in size. This would obviously be stupid, as it would take forever to load up. Could someone please tell me what action i eed to use to play a sound file which is stored in the same directory as the swf file.
Im only just learning flash so im not 100% sure that this is the way to do it. Is there a way of telling flash flash to only load a certain part of the movie as it is neded.
I want to create something similar to the player found at this address
http://www.newfoundglory.com/player.html
Any help you can give me would be much apreciated
Thank you
David
Sound Problem. Doesnt Sound That Complicated But No One Has Answered Yet.
im posting this question for the third time now, because noone has answered it before or the answer didnt help. so if you know how this is done please answer. for my animation site, i have a song in the beginning. and when you click on animations i want the song to PAUSE and have the movie go to a different frame. so something like
on (release) {
gotoAndPlay (99);
sound.pause
}
except have it work(lol).
and when the user clicks back, the sound would unpause.
thanks in advance.
Sound Control Volume For Multiple Sound Objects?
I've got a file with several scenes.
Each scene has controls with different sound object defined on the first scene. There is a constant background sound object playing over all scenes. I need to control the volume of multiple sound objects playing simultaneously and setting each to different volumes from these scenes.
e.g
_root.bgmusic.setVolume(20);
_root.s001.setVolume(100);
can this be done? When I try, all sounds playing are set to the same volume.
Thanks heaps in Advance!
Stoping And Playing Sound At A Particular Point (using Sound Object)
Hi,
I have a movie in which i have a voice over and some animations which is in sync with the VO. I have a play button and stop button.
I am using the sound object method to play the sound and the animations are in timeline.
I have to stop the movie at any point in time and when i click on play the sound should start from the point where it stopped..But it is not happening.
Please help me..
am having a deadline today..
lamus
Sound Control Volume For Multiple Sound Objects?
I've got a file with several scenes.
Each scene has controls with different sound object defined on the first scene. There is a constant background sound object playing over all scenes. I need to control the volume of multiple sound objects playing simultaneously and setting each to different volumes from these scenes.
e.g
_root.bgmusic.setVolume(20);
_root.s001.setVolume(100);
can this be done? When I try, all sounds playing are set to the same volume.
Thanks heaps in Advance!
Adding Sound Buttons, Cutting Off Prev Sound
Hi - I want to add a few audio narration clips via buttons to this page, inside each section:
http://www.chartscans.com/csalerts.swf
When the movie starts, it autoplays a bg music + narration nonlooped single track.
How can I add say a button that loads/plays an external mp3 And also shuts off the first sound that had started?
any ideas?
thx flash dudes..
Is Sound.onLoad Triggered When Sound Fully Loaded?
Hi everyone,
i'm loading mp3s as event sounds into empty movie clips.
i'm getting confused about how/when exactly the sound.onLoad event is triggered.
If onLoad is triggered, does that mean that the sound has been fully downloaded? Or could onLoad success be true if the player has successfully started loading the mp3 file, but hasn't fully downloaded it yet?
So far i'm only aware of onLoad success being false if flash can't find the file to load. Is there anything else that could result in onLoad success being false?
I don't care much about displaying download progress, so if onLoad is only triggered when the file is fully downloaded (or if there's been an error trying to download), then is there any point in me using a sound preloader to check if all bytes are loaded? Couldn't i just do what i want to do with the sound when onLoad success is true?
Any advice would be much appreciated.
Thanks,
Skinnyot.
Glitch With Sound.position And External Mp3 Sound Object
Hi,
I am in the midst of build a flash mp3 player and have chosen to load all of my mp3s externally and streaming using this method:
sndAudio.loadSound(track01, true);
The problem I am running into is that when track01 starts playing and I switch to another sound i.e.:
sndAudio.loadSound(track02, true);
the value in sndAudio.position doesn't get reset. This is causing havoc for me in my pause function and my counter as well... I am guessing I have to somehow delete the sound object and repopulate it when I stop a sound or start a different one but I am having trouble figuring this out. Has anyone had any luck with this before? Here is how I am initializing my sound object:
this.createEmptyMovieClip("mcSoundHolder", this.getNextHighestDepth());
var sndAudio:Sound = new Sound(mcSoundHolder);
I am running Flash MX 2004.
Thanks to anyone who can lend a hand,
Cheers,
T-Dawg.
Stop Sound File Early (using Sound Object)
I know I can use the play() method of the Sound object to offset the beginning of a sound. Ex:
mySound.play(2000) - plays the sound beginning at 2 seconds
Is there a way to get a sound to stop early? For example, if it is a 20-second sound, can I get it to stop at 18 seconds? Thanks!
How Do I Load External Sound Into A Movieclip Vs. A Sound Object?
I have a sound player movie clip that is designed to play the sound loaded into the parent movie clip. In particular, it uses "_parent.gotoAndPlay(targetFrame);" to start playing the sound. And it works well for statically loaded sounds.
However, how can I use this sound player movie clip with dynamically loaded sounds? The player requires a sound to be loaded into the parent movie clip, but the only way I know of loading an external sound is instantiating a new Sound() object and then using .loadSound(...). But loadSound doesn't load the sound into a movie clip.
So, how do I load an external sound into a movie clip versus a Sound object?
Thanks!
On Press Play Sound On Release Stop Sound
I have a button that is inside a movie clip 'forward'.
When you press the button it plays another movie clip 'time' forwards
on (press) {
forward = "1";
}
on (release, rollOut, dragOut) {
forward = "0";
}
on the button and:
if (forward eq "1") {
tellTarget ("/time") {
nextFrame();
}
}
on the first frame of the 'forward' movie
I would like sound to happen when you press the button and stop when you realease the button
but I not sure how any help would be gratefully excepted
Sound.position And Sound.duration On Flash Lite 2.1
I'm using the code below to trace the position and duration of a loaded mp3 file. This works fine when I export as normal flash 9 version swf, though when I export as flash lite 2.0 or 2.1, the trace returns 0 for both position as well as duration. Here is suggested that the two members should be available for all flash lite 2.x versions. Is there a way to find the duration and position of an mp3 file in flash lite 2.x? Am I doing something wrong?
Thank you in advance,
Harry
Attach Code
var mySound:Sound = new Sound();
mySound.onLoad = function(success){
if(success == true) {
mySound.start(0, 0);
}
}
mySound.loadSound("sound.mp3");
function onEnterFrame() {
trace(mySound.duration + " " + mySound.position);
}
Edited: 02/05/2008 at 08:42:28 PM by Harry Vermeulen
Random Sound Load And Start Is Speeding Up The Sound. Any Help?
Hello,
My first post here at Kirupa. I thought I'd give it a try.
I'm trying to load sound dynamically into a clip and then play it randomly. The AS I came up with works great if the sound is embedded and I use the .attachSound() method instead of loadSound(). Now, when I load it dynamically and use the code below, the sound plays very fast and at a higher pitch.
I'm new to AS. Any help or insight into the issue would be much appreciated!
Thanks everyone!
ActionScript Code:
var crows = new Sound(this); crows.loadSound("Raven.mp3", false); crows.setVolume(100);rNum = function(){ var i = 0; var randNum = Math.round(Math.random()*500); if (i>=randNum) { crows.start(0, 1); }};randSound = setInterval(rNum, 100);
_global Sound Element/ Shared Object Sound
THIS IS DRIVING ME CRAZY
Im programing a childrens game that teaches music.
Needless to say there are a lot of sounds involved, so natuarrally I only want the sounds to load one time then just be referanced later to be played.
However, this game consists of about 10 different .swf files, that jump back and forth depending on user navigation.
I have tried defining the sounds as _global like so
_global.mysound = new Sound ();
_global.mysound.loadSound("noise.mp3")
playsnd = function(){
_global.mysound.start(0,0)
}
However this will only play in the clip it was defiend in, and I need it to be able to be called from any of the .swfs
I use this code to transpher between movies
unloadMovie(this)
loadMovie("new", this)
I have also tried converting the sound to a Shared:Object but it two only plays in the clip it was defiend in
user_so = SharedObject.getLocal("sndz");
_global.sndz = new Sound(this);
sndz.loadSound("soundz/parry.mp3");
user_so.data.song = _global.sndz;
_global.playsnd = function() {
trace("getting called");
user_so.data.song.start(123, 1);
};
user_so.flush();
OMFG, I have a deadline on Thursday, and I have not been making any progress
PLEAS HELP!!!!!!!!!!
Stopping Timeline's Sound But Continue The Video's Sound
Hi folks!
I need help to solve this problem. I can't seem to get it work out.
I have a music playing in Timeline (looping forever) when the flash site starts.
In some sections of the flash site, there is a video section where users can watch a video.
When the video is played, I would like to stop the sound in Timeline so it doesn't interfere with video's sound.
For loading the video, I am using Video Object, the code is simply:
var my_conn:NetConnection = new NetConnection();
my_conn.connect(null);
var my_stream:NetStream = new NetStream(my_conn);
my_video.attachVideo(my_stream);
my_stream.setBufferTime(3);
Many many thanks in advanced for your help!!
ps: I have tried following links, but no luck to me.
http://www.kirupa.com/forum/showthre...ht=sound+video
http://www.kirupa.com/forum/showthre...ht=sound+video
http://www.kirupa.com/forum/showthre...ht=sound+video
Drag N Drop Sound Vs Actions Script Sound
I've been putting together a flash demo the last few days, and until recently, I have always dragged the sound onto the stage and then modified it through the GUI (fade in/fade out etc.).
Before starting this project, I thought I'd do a little research into the new action scripting sound object from Flash 5 onwards, seeing as it seems to be 'the way to do it'.
Long story short, the action script sound object method seems like a huge pain in the a$$. It's slower to implement than just dragging and dropping it on the stage. Fading in/out is a hassle, and I really can't see the use of this technique.
Please convince me why I should keep working at learning this new technique, rather then just going back to the old way... Or, if you think the old way is still useful, let me know your opinion.
I'm usually all about keeping current with web dev trends, but I'm getting a little disheartened .
Thanks!
Turning Flash Movie Sound Off If Other Sound Begins?
Hello -
I'm not an expert Flash guy so I appreciate your help.
Currently there is a flash file with a sound file that plays continuously while a visitor is on the site. There have been new additions that add the ability to add sound files to different items.
How can I get the main flash sound turned off whenever one of the items with a new sound file begin to play?
Loop Sound ( Sound Class Preloader By Moock)
how can i loop the sound if i use the sound class preloader by collin moock?? here its the code :
ActionScript Code:
Sound.prototype.checkLoadProgress = function() {
var kbLoaded = Math.floor(this.getBytesLoaded()/1024);
var kbTotal = Math.floor(this.getBytesTotal()/1024);
var percentDone = isNaN(Math.floor(kbLoaded/kbTotal*100)) ? 0 : Math.floor(kbLoaded/kbTotal*100);
this.onBytesLoaded(this.getBytesLoaded(), this.getBytesTotal(), kbLoaded, kbTotal, percentDone);
};
Sound.prototype.clearLoadCheck = function() {
if (this.loaderID) {
clearInterval(this.loaderID);
}
};
Sound.prototype.preloadSound = function(url, isStreaming) {
this.clearLoadCheck();
this.loaderID = setInterval(this, "checkLoadProgress", 200);
this.loadSound(url, isStreaming);
};
music = new Sound();
music.onLoad = function(success) {
this.clearLoadCheck();
if (success) {
loadMsg_txt.text = "Done loading.";
} else {
loadMsg_txt.text = "Load failed.";
}
};
music.onBytesLoaded = function(bytesLoaded, bytesTotal, kbLoaded, kbTotal, percentLoaded) {
loadMsg_txt.text = "Loading: "+kbLoaded+" of "+kbTotal+"
"+percentLoaded+" percent complete.";
};
music.preloadSound("song.mp3", true);
thanks in advance
Sound Volume Control Using Streaming Sound In Timeline?
I am building a Flash 8 movie with animation that is synced to music in the timeline using streaming sound. At a few points I need the music to fade out and then play a video. When the video is done playing I need to come back into the timeline and have the music fade back up at the same point where it left off.
Is there a way to do this? turn down/up the volume of a streaming sound?
Sound Overlap When 2 Swf Play Sound At The Same Time P R O B L E M
Figure this:
I sen to my clients via mail an regular html with a swf embebed. They recibe the html and the flash starts playing the loop sound. Therere are, also the loop, severals sound trigered in different parts of the swf file.
the problem starts when my clients double click in the outlook inbox and the html pops up and there we have 2 html with 2 swf playing sound at the same time.
I tried stop all sounds at the begining of the movie. but it only stops the loop sound but not the trigered sounds of the rest of the time line.
is there a way to stop the sound of the first swf when the second pop up?
anyone?
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