Sound Objects Won't Play When Loaded Onto A Level
I have sound objects in my movie that are working fine, but when I load the swf into a level in my base movie the sound objects stop playing.
Here is what I am doing.
Level0 is the base movie. I load my swf with the sound objects onto level 1.
In my swf file on level1 frame 1 I have an action that says
stop(); _visible = false;
On the layer above my actions layer I have an other layer with a key frame in frame 1 that defines the sound objects.
When I take out the
stop(); _visible = false; the sound objects play.
Am I doing something that I am not supposed to be doing?
Please help
KirupaForum > Flash > Flash 8 (and earlier) > Flash MX
Posted on: 08-25-2003, 06:56 PM
View Complete Forum Thread with Replies
See Related Forum Messages: Follow the Links Below to View Complete Thread
Sound Won't Play When Loaded On Level ?
This is weird...
I publish my swf which contains a song. When I play the swf, everything works fine.
However, when I load the swf into level one of another movie- the audio won't play. I can see that the swf has loaded onto level one, but the audio refuses to play...
ANY suggestions?
cheers
jen
Play Movie In Level 0 From Loaded .swf On Level 10?
hi everyone...
i have a movie(frame2) on the main timeline of the the main .swf loaded in at level 0, Which i want to play by clicking a button in a movie on the main timeline of .swf loaded in on level 10 what actionscript do i need to do this, i have looked at several other answers on the message board but none seemed to be relevant any body know what the script should be that i attach to the button.????your help would be much appreciated...
Control (Stop/Play) External Swf Loaded On Top Level?
Hey guys this is what I am trying to do
I have main movie and I am loading external swf on level 20 on top of my movie
No trouble with that
My problem is I have button on main movie trying to stop and play my External movie on level 20
( Note not unloand/loadmovie just play or stop )
Thank u in advance !!!
How To Check If Movie Is Loaded On Another Level & Play Frame#?
I have a menu for an all flash webpage on a top level and I want to command flash to check and see if there is a movie loaded on another level, such as level 1, and if so play frame 30 of that movie. and if there's no movie, do nothing. I tried the ifFrameLoaded command, but cant get it to work for other levels than the current level. I have tried it in conjunction with _level1 for example and with "tell target" It seems to be in compatible.
Do you know any other code to do this?
Thanks for any ideas,
Peter
PS this is the code I have tried that didnt work:
on (release) {
_level1.ifFrameLoaded (1) {
gotoAndPlay(30);
}
}
How To Play Root-level Sound From Within A Nested Movie Clip?
I've got this AS on the first frame of my main FLA:
PHP Code:
var spur1:Spur1 = new Spur1();
var playSpur1:Function = function() {
spur1.play();
}
playSpur1();
It works. When the movie starts playing, I hear the spur sound from my library immediately.
I have a cowboy MovieClip on my stage in frame 1. The 2nd frame inside that cowboy movie clip has a movieclip of some legs walking. The 1st and 6th frames of those legs walking has this actionscript:
PHP Code:
playSpur1();
This is causing an error:
Code:
1180: Call to a possibly undefined method playSpur1.
My movie will not run properly - the cowboy ignores all the internal actions and loops repeatedly.
What is the recommended way to play a sound when some deeply nested movie hits a certain frame?
Sound Element Is Not Working When Loaded In Another Level
Code:
_root.mySound = new Sound();
_root.mySound.attachSound("polka");
_root.mySound.start();
Works on its own, however when loaded into another movie ie (polka is set to export in first frame)
Code:
loadMovieNum("test.swf", 5);
no sound plays
Why not, any help on the reason why would be much appreciated.
Issue Not Being Able To Play More Than 8 Sound Objects
I'm creating an interactive sound mixer / recorder and have discovered that I am unable to play more than 8 sound objects at the same time while an interval is running. I'm using the interval to update an array which is where the data containing volume levels, mixer slider positions, and icon animations is kept. Does anyone know why this is limited to 8 or if there is a work-around. If I start sound 8 and 9 at the same time and 8 is shorter than 9 sound 9 can be heard from its current position in the sound file as soon as sound 8 finishes. The animations visuals are working correctly it's just that the audio will only play 8 different sounds at once.
There are 6 sounds on my mixer that are playing the entire time, leaving space for only 2 of the 11 other interactive sounds to be played while the mixer is on.
I've found that if the interval isn't running I can play more than 8 sounds at one time.
Any information would be great.
Rob
Sound Objects No Longer Play External Swf HELP
I have several flash games and quizzes that I now want to put together as a collection on a CD ROM as a bumper pack to buy.
I wasn't sure of the best way to do that but I figured that I can create a flash file with individuals buttons on that when pressed loads that SWF's into the main page and plays which I'll export as a standalone player.
Sound good that's just what I wanted, only problem now is that the sound objects that are in the various games no longer play!
What do I need to do so that they will play as they do when I play each SWF on their own? (Hopefully without too much re-programming of the original games as there are quite a few)!
Any help would be appreciated.
Sound Objects Not Working In Loaded SWF
here is the code... all on one timeline
initialize...
loop12=new Sound();
loop12.attachSound("loop1");
play...
loop12.start(0,999);
FLA files
Master Container Movie
Sound Object Player
The audio plays fine when "audio.fla" is tested, but when I test "folioContainer", it doesn't work.
The targetting all seems to be fine, since I kept all the variables on the same level.
Help would be appreciated...
thx in advance
Reading Linkage ID's Of Loaded Swf's Sound Objects
Hello all,
I am loading a swf containing various sounds into a MC, with the usual AS. All of the sounds in the swf have Linked Identifiers (i'll call them LID's)
However, the movie doesn't know the LID's - as the user chooses what swf to load, and I may change the contents of the swf's now and then.
How can I 'read' the LID's of the swf during runtime (ie. when the swf is loaded). Better still, can these LID's be dumped as a list into something like a listbox ?
Thanks,
buddhaboy
(MX04) Pausing Loaded Swfs With Sound Objects Within Them
Hi,
I'm working on a PowerPoint-esque presentation where a user watches and listens to a loaded swf in the main movie, clicks the next button (which unloads the swf, advances to the next frame and loads the next swf), and watches the next one. Lather, rinse, repeat. Some of the sections are rather long, and I'd like to give the user the ability to pause and play by button click.
I know how to stop and start the container MC, but that doesn't stop the sound object (and the embedded MCs). I also know how to pause and start a sound object using the object's instance name. Is there a way to pause everything from the main timeline, and keep the AS general enough so that any sound object pauses when clicked?
Any help is most appreciated! MX04 and AS2.0.
Thanks!
Sound In Loaded MC Does Not Play
Hi,
I have a Flash movie that uses the following code to load a Sound from the library:
button.onRelease = function() {
var my_sound:Sound = new Sound();
my_sound.attachSound("mySoundID");
my_sound.start();
}
It works fine when I export THAT movie, but when I load it (the swf file) into another Flash movie, using MovieClipLoader, the sound does not play.
What am I doing wrong?
Thanks
Sound Won't Play In Loaded Movie
i have imported an mp3 into a movie, used the attachSound method and have managed to create sound controls to start and stop the sound clip. what i want to do, is have this movie load into a layer when i click on a button in another movie. the sound should play as soon as the movie loads... and the user can use the controls to stop it, and play it again.
i've succeded in loading the movie using loadMovie except no sound plays. the text shows up fine, so do the buttons, but the sound won't start when the movie loads or when i click the play button.
when i play this movie in flash player by itself (not loading it through another movie), the sound plays both when the movie loads or i click the play button, all text displays properly, and the buttons work fine.
I haven't been able to load mp3's externally with any success either... which is what i would really prefer, but doesn't seem possible with Flash 5.
So, if I can't do the latter... how can I get sound to play in this movie while loading it into a layer in another movie?
Getting Sound To Play Properly For Loaded SWF
Hi
http://xpletive.com/
This is a site I recently assembled and coded. It's still being optimized, so don't be too hard on me!
The problem is thus:
I need to have a soundtrack for the intro. But the intro and underlying site are separate SWFs loaded into an index SWF. That allowed for easy skipping of the intro load. But it also seems to cause the timelined intro sound to loop endlessly and start early once the containing SWF is loaded.
So I figured I'd put the sound in the loader SWF and test the currentframe of the intro animation to trigger the sound playing in code. But that does not play the first time you load the site, only on subsequent loads. I thought 55K for the loader SWF w/ sound would be small enough for this would work.
So what options do I have to get the intro sound to start playing on the first character impact, play in sync, and ONLY PLAY ONCE?
Thanks for any help
Can't Get Loaded Swf Movie To Play Sound
I'm using loadMovie(); to load in an external swf fle into my main swf file. It loads, you can see it, it's there, you can play with the buttons, but the sound doesn't work. I know the external file works fine because when I play it separetly everything works.
What's the deal here?
EDIT: nevermind, I figured it out. You have to do sound = new sound(this);
I didn't have the "this" part in there -_-
apparently it makes a big difference
Sound Object In Loaded Movie Won't Play
For simple background sound with control, I have one movie with a volume slider controlling a sound object that I am loading into a second movie (Level1), but the sound doesn't play in that second "main" movie. However, it plays fine in the volume control swf (I did it as a separate movie because the main movie has multiple scenes - presentation-style - and the sound object would keep layering upon itself with with each new scene). Is there something I'm missing? Do I need something more than just a "loadMovie" to ensure that the sound is also played? I'm a limited-experience action-scripter at this point, so any insight would be great.
[CS3] (AS2) Loaded SWF File Sound Doesn't Play
I am a novice scripter so excuse me if my question is elementary. I
am using the MovieClipLoader function to load an external swf but the sound for the loaded swf doesn't play and I can't figure out why. Any ideas?
------------------------------------------------
stop();
this.createEmptyMovieClip("myMC1", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
target_mc._x = 80;
target_mc._y = 30;
target_mc._width = 620;
target_mc._height = 460;
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("CLMCommercial.swf", myMC1);
----------------------------------------------------------------
Thank you.
Play/pause Externally Loaded Sound
I have sound SWFs that are loaded into level99 of my main movie. I need to be able to play/pause the sound SWF that is in level99 from the main time line. How do I do this?
Thanks.
Play Event Sound Before Fully Loaded?
hi there,
i presume that this is not possible, and i tried in different ways, but i never read anything that actually said that it's impossible to play an event sound before it's fully loaded.
So i'm hoping that somebody here has an idea!
by the way how come that the sound.position still has a bug in it for streaming sounds???? It has been documented for a few years now, but three versions of flash later, it's still not fixed! Could somebody call mister Flash and tell him to fix this
Sound For A Loaded Movie Doesn't Play
I built a container for all my movies to load into, so some elements of my main movie do not change; Here's my problem, when I load one of my movies into this container, I lose the sound action I scripted in the loaded movie. I have another sound that plays constantly, the one I want to invoke when the mouse passes over a button, does not play, but you can here the sound that I have playing constantly break up as if there were some other sound trying to execute. Funny thing is, when I open the movie I wanted to load by itself, I get the action I wanted?
Any ideas as to what could be happening? Can I fix this?
LoadMovie(); ...having The Loaded Movie Not Play The Sound?
is just so strange.
the .swf with sound plays fine alone... but when i load it into an empty movie clip with loadMovie("filename.swf")
...no sound!
here is the .swf with sound...
http://www.camthomas.com/process/con...preService.swf
click the grey square to loadMovie(); in another movie...
http://www.camthomas.com/process/context/loadTest.swf
Sound For A Loaded Movie Doesn't Play
I built a container for all my movies to load into, so some elements of my main movie do not change; Here's my problem, when I load one of my movies into this container, I lose the sound action I scripted in the loaded movie. I have another sound that plays constantly, the one I want to invoke when the mouse passes over a button, does not play, but you can here the sound that I have playing constantly break up as if there were some other sound trying to execute. Funny thing is, when I open the movie I wanted to load by itself, I get the action I wanted?
Any ideas as to what could be happening? Can I fix this?
How Do I Get Sound To Begin Play Versus Pause When Loaded?
I am new to 3.0. My play/pause button for sound is functioning, but it begins on pause where I want the music to begin playing when movie is loaded Help! I am sure this is super EASY!
The Code is below and I will also post the file. Thanks soo much (in advance)!
var soundReq:URLRequest = new URLRequest("nameofsoundfile.mp3");
var sound:Sound = new Sound();
var soundControl:SoundChannel = new SoundChannel();
var resumeTime:Number = 0;
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
function onComplete(event:Event):void
{
play_btn.addEventListener(MouseEvent.CLICK, playSound);
}
function playSound(event:MouseEvent):void
{
soundControl = sound.play(resumeTime);
pause_btn.visible = true;
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
play_btn.visible = false;
play_btn.removeEventListener(MouseEvent.CLICK, playSound);
}
function pauseSound(event:MouseEvent):void
{
resumeTime = soundControl.position;
soundControl.stop();
play_btn.visible = true;
play_btn.addEventListener(MouseEvent.CLICK, playSound);
pause_btn.visible = false;
pause_btn.removeEventListener(MouseEvent.CLICK, pauseSound);
}
pause_btn.visible = false;
SOUND Problem: Attached Sounds Won't Play When MC Is Loaded Into Another MC
Hi all,
I'm really at loss here (6 hrs straight and liters of coffee and i cannot indetify the problem) and I would REALLY really appreciate your help-- A LOT *sigh*
Here's the scenario:
I'm tying to build my new flash site as modular as possible (learning from past mistakes). Among others, I'm importing a MC containing all menu functions onto the main timeline via loadMovie().
This mcMenu.swf also contains the sound effects for the menu which are being attached via actionscript in the first frame:
// attach sounds: soundID and linkageID are identical
function sndAttach(id,vol) {
this.createEmptyMovieClip(id+"Mc",this.getNextHigh estDepth());
this[id] = new Sound(id+"Mc");
this[id].attachSound(id);
this[id].setVolume(vol);
}
sndAttach("sndOver",70);
sndAttach("sndClick",20);
// button behaviors
menu_button.onRollOver = function() { sndOver.start() }
menu_button.onRelease = function() { sndClick.start() }
When tested by itself, this .swf runs just fine-- all sounds are being played when the respective button handler is called (no linkage mistakes). So far so good.
NOW comes the problem: When I import this .swf into my main movie via loadMovie(mcMenu.swf); the menu works as it should within the main movie EXCEPT for the menu button sounds! But since the menu-movieclip is a closed module (with all sounds inside and working 100% when tested as standalone), WHY ON EARTH are the sounds gone when this module is imported into another movie?? So much for modules WITH sound?!
Anybody? My brain is fried. :-(
Thanks so much for any help!
MX 2004 : Linked Sound Wont Play In Loaded Movie
Hi,
I have a problem, which on the surface seems simple, but after several hours, i cant find a solution, and i cant see why it just doesnt work, there must be something i am overlooking.
I have a movieclip with the following code.
_global.mySound = new Sound();
_global.mySound.attachSound("Listening1.mp3");
_global.mySound.start();
When i Test Movie, the sound plays fine, i export it as test.swf.
I have another MC, with a clip inside it called 'contain', and the following code.
_root.contain.loadMovie("test.swf");
This code works, as i can see that test.swf has been loaded into 'contain' (i put a graphic into test.swf to make sure).
But for some unknown reason, the sound file does not play!?!?
Why not? This has me stumped.
Cheerz,
Dwayne
Why Are Buttons On A Lower Level Still Active In A Loaded Higher Level...?
hi, i'm very new to flash and am in the midst of trying to figure out the loadMovieNum feature. I have the one swf loading into a higher level (say 10) but the buttons on the level below it are still active (ie you get the little hand if you roll over them) even though they are no longer visible. I tried loading all levles into 0, but that means the page below goes away entirely and i like having the preloader of the next page pop up over the current page. I've tried just loadMovie into an empty MC but get the same result. Can anyone help?
thanks in advance!!
[F8] Quiz Template Not Computing Score When Loaded Into A Level Other Than Level 0...
I have created a 10 question multiple choice quiz from the quiz template, and it works perfectly as its own .swf. But when I use the moviecliploader object to load the quiz .swf into another .swf in level 5 (or any other layer other than 0) I am able to go through all of the questions and get the correct feedback, but when the results frame shows up, nothing gets computed. Does anyone know what I should do to allow this to work? Thanks.
Quiz Template Not Computing Score When Loaded Into A Level Other Than Level 0...
I have created a 10 question multiple choice quiz from the quiz template, and it works perfectly as its own .swf. But when I use the moviecliploader object to load the quiz .swf into another .swf in level 5 (or any other layer other than 0) I am able to go through all of the questions and get the correct feedback, but when the results frame shows up, nothing gets computed. Does anyone know what I should do to allow this to work? Thanks.
Have Level 0 Play From Action On Level 3
I have a two movies main being on level 0 and the other that loads on top of 0 levl 3 when u click on one of the buttons on level 3 I want the main timeline on level 0 to continue to play wich is currently on frame 175 and stop at 185. So I have a stop on the main timeline of level 0 at frame 185and on 175 and the script I have on the button is
on (release) {
unloadMovie(2);
_level0.play();
loadMovie("home.swf", 2);
}
I also tried
on (release) {
unloadMovie(2);
_level0.gotoAndPlay(176);
loadMovie("home.swf", 2);
}
the both work but it dosent stop at 185
so I tried
on (release) {
unloadMovie(2);
_level0.gotoAndStop(176);
loadMovie("home.swf", 2);
}
and of courser it stoped on 176.
I am not sure what I am doing wrong. please help
Sound Objects - How-to Preload Multiple Sound Objects
Im basically making a site for a sound engineer friend of mine, and like Im trying to make a music interface for his site, thats able to preload tracks, and play & load those multiple mp3 tracks dynamically (mp3s are in the same folder). Or the setup could be like multiple sound objects that have their own progress bar etc for loading kinda like the will-musser example. Im up for any suggestions as the MM docs dont help in this area very much
A good example of this would be @t http://www.willmusser.com. I under-stand how-to create and use 1 sound object for example, but when i try and use 2 sound objects etc, for 1 dynamic textfield named "progress", heres the coding to call-upon a sound object, which is basically 1 mp3 thats getting loaded, and shows progress in percentage via that dyamic textfield. What Im wondering, is if anyone knows of the AS for the btns to load tracks ie: on (release), load mp3"blaghla.mp3" ? if anyone knows the coding to load mp3s, feel free to leave a reply ;p And any good ways of calling upon multiple sound objects at once seperate dynamic textifelds or progress bars for loading etc.
PHP Code:
sound_1 = new Sound();
sound_1.loadSound("http://themakers.com/sounds/atmospheres_1.mp3", true);
function checkLoad(){
var percentLoaded = (sound_1.getBytesLoaded()/sound_1.getBytesTotal())*100;
progress.text = Math.round(percentLoaded)
message.text = "MEK - Far From Home";
}
checkProgress = setInterval(checkLoad, 1000);
Playing A Loaded Movie Clip (loaded In A Different Level)
I really don't understand the problem here, I'm loading a swf containing a movie clip with 2 frames with Stop(); on each. The file is loaded on _level5 so I tried this:
Code:
tellTarget (_level5.musicmc) {
gotoAndStop (2);
}
but instead of telling the musicmc movieclip to go to frame 2, it tells it to the main timeline to go to frame 2 and stop...What's the problem, when I use "Debug Movie", I can see the:
_level5
......._level5.musicmc (....... = spaces)
what's wrong, it seems to don't want to tell the MC to go to frame 2. I passed many hours on this simple d*mn thing and I really can't find out...
BTW, I'm using Flash 5
Place Objects In A New Level (not Root)
I've got a problem.
I've got a game that works, but now i want to load it with a
LoadMovie("game.swf","Clip");
So now I have to change everything to another level, but it doesn't works. What do I have to change?
function startLevel() {
level = 0;
// create berries
berries = new Array();
// loop through grid of locations
for(y=1;y<16;y++) {
for(x=1;x<22;x++) {
// see if the background covers location
if (!(background.hitTest(x*25,y*25,true))) {
// create a berry and place it there
attachMovie("berry","berry"+level,level);
clip = _root["berry"+level];
clip._x = x*25;
clip._y = y*25;
// add to array of berries
berries.push(clip);
level++;
}
}
}
}
I hope someone can help me. It's just a part of the code, but I hope that the changes will work for the whole game.
Greets
GerryForce
Place Inferior-level Objects On Top
Ive got one index-file on _level0, from which I load another file into _level1, on top of _level0 covering it completely.
I would like a single (not all) object on _level0 to show on top. Is that possible?
Layers would only work, if Im not misstaken, on a single level, so I guess thats out.
Place Inferior-level Objects On Top
Ive got one index-file on _level0, from which I load another file into _level1, on top of _level0 covering it completely.
I would like a single (not all) object on _level0 to show on top. Is that possible?
Layers would only work, if Im not misstaken, on a single level, so I guess thats out.
Place Inferior-level Objects On Top
Ive got one index-file on _level0, from which I load another file into _level1, on top of _level0 covering it completely.
I would like a single (not all) object on _level0 to show on top. Is that possible?
Layers would only work, if Im not misstaken, on a single level, so I guess thats out.
Making One Button Play One Sound And Another Play A Different Sound
i'm very much a novice when it comes to flash.
i've created three separate buttons in three separate layers. i've also added three music files in three more layers. how can i get it so one button plays one music file and another button plays a different music file? i've tried putting "goto and play" for each button in actionscript but it doesn't seem to help.
any ideas?
i would be very grateful
Loading An .swf Into Level 1... Won't Play?
I am loading an .swf file (select.swf) into my main movie using
loadMovieNum ("select.swf", 1);
and it loads into my movie. BUT.... I can't get the loaded clip to play.
The select.swf file is supposed to load an external text file into a selectable list (which was interesting to figure out itself!). The select.swf file works as its own .fla, that is, opening select.fla will open the correct text file and display it, etc. But as soon as I load it into my main movie, it just sits there. I can click on the buttons, but it doesn't do anything (i.e. load the correct text file).
Any helpful suggestions? If you would like to look at my source, please ask.
Thank you!
-Tamar
Play Clip In Level Help
Ok... so here's what I have... any help would be appreciated. I'm sure its simple but I cant seem to figure it out.
I have two flash movies... let's say A & B.
I have a pre-loader on movie A.
After movie A is loaded and playing I want to load movie B, but not play it yet. When I get to a particular point in the movie I want to stop A from playing and play B. Then when B is done I'd like to continue playing A.
Is this possible?
Thanks in advance for your help.
Mike
http://www.eyefour.com
Unload Level 100 / Then / Play
Can you make action so that when you press a button it will goto a certain frame and stop / then unload level (x) / and then play.
Basically I have a stop action then a unload level, and finally a play but the unload is taking to long and the play frames are already done.
Any suggestions here would be a major help.
Thanks
Level 0 Movie Won't Play
I have 3 movies. The original movie has the user presented with 2 button options on a frame with the Stop action. Depending on which button the user chooses a large flash file loads on the level above (level 1).
Once the movie on level 1 has loaded I want to remove the movie on level 0 so that the movie on level 1 enjoys all the processing power.
I found out I couldn't just unload the movie on level 0 so I did
swapDepths( _level0,_level1 );
to make level 1 the main movie (level 0) which worked well. I then go to unload the new level 1 with
unloadMovieNum (1);
which works fine except that the movie on level 0 isn't playing. I've even put a gotoAndPlay on that frame on the movie but while it does go to the frame it still doesn't play. Even a straightforward Play command doesn't work.
I'm using Flash 5 and any help would be fantastic.
Merry Christmas
Tell Level 1, To Play/stop
G'day guys,
Just wondering if anyone has the most efficient and simple code to tell a loaded movie, in my case level_1, to play and to stop. And a sample code or even .fla to help out.
Much appreciated,
Leo.
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
Movies Loaded On Level 1 Don't Disable Movies On Level 0
ok my problem is that i have a main movie playing and i load a new movie over it; the problem is that the links (buttons) on the older movie is still active; so how do i disable the buttons on the older movie; give focus only on the new movie and return to the older movie when i have unloaded the new movie ..... if anybdy unerstood my problem pls tell me; how can i fix this
Jerry
Movies Loaded On Level 1 Don't Disable Movies On Level 0
ok my problem is that i have a main movie playing and i load a new movie over it; the problem is that the links (buttons) on the older movie is still active; so how do i disable the buttons on the older movie; give focus only on the new movie and return to the older movie when i have unloaded the new movie ..... if anybdy unerstood my problem pls tell me; how can i fix this
Jerry
Flash Won't Play Sounds On Level 1
hi,
I'm loading a swf into my main movie on level 1. The swf contains a sound loop on the preloader. When I play the swf independently, it plays fine. however, when I load it into level one of my main movie, it won't play the audio loop?
Can somebody (anybody!) help me with this one?
cheers!
jenny
Loading Audio On A Level (won't Play)
I've been at this all day.
I have a 1 MB mp3 that I want to play on a seemless loop.
To keep down the size of my initial movie, I am loading the movie with the audio on a new level like this:
----
loadMovieNum("my_music.swf", 2);
----
On the first frame of my_music.swf:
----
mySound = new Sound();
mySound.attachSound("main");
mySoundVolume = 80;
mySound.setVolume(mySoundVolume);
mySound.start(0, 999);
----
I can see the file has loaded. However, it refuses to play except if I load it onto level 0 for some reason. Why is this??
Any suggestions?
cheers,
jen
Play Movie Clip On Top Most Level
i want to have a movie clip play when a button is pressed at the top most level of everything that is on the stage. is there a way to do this?
i also want to disable everything that is on the stage while this movie clip is playing. is there a way to target the _root level to make that happen?
|