StopallSound For The Keyframe Only
Hello, I have a keyframe where is music and I want to stop that music, but not the sound in other frames, how can I do that? Greetz & thanks, Big_Boss_Man
FlashKit > Flash Help > Flash MX
Posted on: 03-16-2003, 11:09 AM
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Stopallsound
Hi All,
First time poster! Be gentle boys.
I have a 5 scene file - I am using a "next" button with a gotoandPlay to jump to the next scene. Each scene has its own audio. I have attached a stopallsound command on the next button so the audio of the prevois scene is not carried over. This works fine and the new sound of the scene comes on.
When I try and program the "back" button, I use the gotoandplay the previous scene (and the stopallsound) - the scene appears - however the audio of the scene I wanted played won't start.
I like you all already....
Problem Of StopAllSound
hello everybody
i open two swfs have play sound in browser at the same time.
one of both have a button which has code
on(release){stopAllSound();}
and then i pressed the button,another swf's sound was stop too
i don't know what was happend in flash and how can i stop the swf sound of focus browser
StopAllSound With External Swf
Hi,
I am trying to have different mc's for the next project. Each swf file has on the first frame a sound file that I loop in MX 2004. I switch scenes by loading movies into level 2.. On the button I also add stopAllSounds. Seem not to work. Should I load the next scene into level 0 ?
Thanks
Dave
Problem Of StopAllSound
hello everybody
i open two swfs have play sound in browser at the same time.
one of both have a button which has code
on(release){stopAllSound();}
and then i pressed the button,another swf's sound was stop too
i don't know what was happend in flash and how can i stop the swf sound of focus browser
Button Script To StopALLsound In A SWF
Button script to stopALLsound in a SWF. Right now I have the code below, which works great, but doesn't stopALLsound. So, what I'd like is the STOP BUTTON to stopALLsounds too, and in the PLAY BUTTON to start sounds too.
STOP BUTTON:
To stop the Movie in the currentframe, you can use the _currentframe propertie
//in stop button
on (Press){
frame= _currentframe
gotoAndStop(frame)
}
PLAY BUTTON:
To play the movie, use the same value, if it don't exists, use 1 as the default
//in play button
on (press){
_ if(frame) gotoAndPlay(frame); else gotoAndPlay(1)
}
Thanks in advance,
Novice.
Diff Btwn Blank Keyframe And Keyframe?
Hi all,
I'm a first time Flash user who is currently floundering in her attempt to learn Flash MX. Burning question of the hour: What's the difference between a "blank" keyframe and a keyframe? In which circumstances should I use a blank keyframe? How about a plain ol' keyframe?
Thanks for your help!
Play Random Keyframe To Keyframe In MC
Hey all i am creating a game now this is complex but i have been told by my fellow actioncript co worker that its doable, What it is i have a game "Reaction Tester" and It is inside a car going along the road so its psudeo 3d and i have the "walls" and road sorted now i want a movie clip in the road to throw out random objects From a Movie clip, now i will call them from frame names, say..
frame 1-10 is a tween with a box coming down and then frame 11-20 is a cat and frame 21-30 is a hole in the road Etc i want it to call a random frame to frame, to play can anyone help, thanx in advance
[AS3] Determine The Last Keyframe/if A Frame Is A Keyframe
i'm making a game and to score some extra performance im rendering every frame of every entity into an array of bitmapdata's the first time the frame is seen, and it works well, but its wasting alot of memory because we have alot of animations, and most of them are double framed at least, so more than half of the bitmaps could be ignored if there was a way to determine if a frame is a keyframe or not
but it seems theres no simple way of doing this (like mc.lastKeyFrame) so i was wondering if anyone had a solution to this problem
thanks
Send From One Keyframe To Another Keyframe
In one keyframe I have a script that read a PHP file to show some text.
But I also get some information that I like to show in next keyframe too.
Is that any easy and nice way to do that or do I need to use alot of variable
[][][][][][][][.] <-- Keyframe
ok, this is my prob: I have a movie with a 60 frame per second rate. I also have a textbox, with text to scroll. How can I modify the speed of the scroll object? Is it impossible to set it to different speed from the one of the root movie?
Thanks
Something On A Keyframe
I have 20 keyframes and I want a command so that if you click on a certain keyframe it will go to play an animation.
So, if I click on keyframe 10 it will go and play something on keyframe 50.
If any one has any help of some kind please reply.
Thank you very much.
3 Keyframe
I got 3 keyframe. And I want to loop 1 and 2 frame. What should I do?
I tried to gotoAndPlay in frame 1 and 2. But it cause error for it
any hints is appreciate.
Keyframe
Is there a way of placing a keyframe without it automatically joining the previous keyframe. Im trying to place a keyframe then have a gap, then place another one, so that the image appears and disappears continually. Im going this with multiple layers to get that effect whereby you have animation that moves constantly around the outline as it is redrawn.
When I add a new keyframe further along the grid, it joins up the previous keyframe and means that the image is present in between. I have to delete the frame inbetween manually each time which is reeeeally time consuming. I was hoping I could just highlight all the keyframes and keep repeating them. They all end up joining up so you see all layers.
RR
Keyframe ?
Hi, how do i gotoAndPlay an keyframe and remove all the MCs on the Screen which i have attached with AS?
ex: (there might be syntax, wroted from head)
ActionScript Code:
attachMovie('ball','ball1',this.getNextHighestDepth)_root.gotoAndPlay(2);
How would i 'clear' the frame from Mc's but not removing the variables and functions?
Swf In Keyframe?
hello. I am new to flash. I followed a tutorial online that showed me how to make a simple movie that when you press a button a sound plays, and when you press it again, it stops playing. This is working perfectly. My problem is that I want to put this movie inside of another one. What I tried doing was to import the .swf into the library and then drag in onto the stage into a new keyframe. The movie shows up, but it just loops forever and doesn't function.
What is the proper way to include a .swf file into a different movie???
-
"Do your duty in all things. You cannot do more, you should never wish to do less." Robert E. Lee
Keyframe Strangeness
I don't believe this is relevant, but just to make sure:
The FLA was originally created in Flash5 and updated to MX to replace an outdated preloader. When the preloader was updated, the LogoAnimation symbol it contained was NOT replaced. So far so good.
Within that LogoAnimation symbol, there are a number of movieclip symbols which playout until they hit an internal stop on their individual last frames, then tweenfade. Each tween obviously begins on a keyframe, and when the symbols hit that keyframe, they're playing again. Is there a way to keep them from restarting? And is this a new wrinkle in MX or some kind of anomally caused by the preloader or updating?
Time A Keyframe?
How can I use ActionScript to time how long my movie stays on one key frame...... EXAMPLE:
I want keyframe 1 to play for 45 seconds and then go to and stop keyframe 2 then 45 seconds later go to and stop keyframe 3
-Thanks-
FLASHKIT IS THE COMMUNITY OF THE FUTURE. KEEP PIMPIN FLASH TO THE MASSES!
Keyframe...frameshtml...help?
Is it possible to have a outside source such as a message board in a flash movie. I have not seen any. For example, I am designing a flash movie and I already have a message board on another url. Is there a way to have that message board show a on keyframe in a flash movie? Kinda like in HTML you have frames and in one frame you have one page and in the other frame you have another page? Thanks all.
-Tim
Keyframe Actionscript
Im using the current action script to get the arrow keys to move the movie to the next frame but I want it to be able to go the next Keyframe not the next frame.
Can I do this easily enough I have tried also to put labels on keyframes but still couldnt get it to work.
onClipEvent (keyDown) {
if (Key.getCode() == Key.RIGHT) {
_root.nextFrame();
}
if (Key.getCode() == Key.LEFT) {
_root.prevFrame();
}
trace(_root._currentframe);
}
Keyframe Actionscript
Im using the current action script to get the arrow keys to move the movie to the next frame but I want it to be able to go the next Keyframe not the next frame.
Can I do this easily enough I have tried also to put labels on keyframes but still couldnt get it to work.
onClipEvent (keyDown) {
if (Key.getCode() == Key.RIGHT) {
_root.nextFrame();
}
if (Key.getCode() == Key.LEFT) {
_root.prevFrame();
}
trace(_root._currentframe);
}
Random Keyframe
Hi all.
Im once again having problems with action script...probably just syntax problems, but nevertheless I need help.
I have a MC with 13 event sounds laid out with labels 0-12. I want to (either button or frame acion) generate a random number 0-12 lets call it "varnum" and use If (and if else) statement to tell the MC to go to corrisponding frame label. jeeese...Im bad at explaining this
Ok..better...I have 13 event sounds and I want to randomize their play on a particular event. Hope that makes sense.
Thanks!
Keyframe Preloader
Im trying to build a preloader where the bar moves in a circle. the whole animation is keyframed and runs 50 frmaes. What script would i use to runs the loader where 2% would load frame 1 4% would load frame 2 and etc. Im a newbie and any help wouldbe aprreciated!!
Insert Keyframe
what key do you hit to insert key frame in Mx?
I hate doing the drop down insert option over and over...
Thanks
Button Keyframe
When I make buttons they only appear on the 1st frame. If I create any motion tween they only appear on the 1st frame. Actually its regardless if I have tweens or not. How can I make the buttons stay regardless of which frame its on? I've already tried to F6 em. heh
Thanks
Moving A Keyframe In MX
How do I simply move a keyframe from frame #1 to, let's say, frame #20 without it LEAVING the frame#1 there also? Older versions I just clicked and held down the mouse, and dragged it to where I want the keyframe to start. I'm sure it's simple,but I cannot figure it out without duplicating the keyframe. Thanks, Mark
You Can Use A Button Or A Keyframe
for a button use:
Code:
on(press)gotoAndPlay(framenumber);
or
Code:
on(press)gotoAndStop(framelabel);
In a keyframe just write
gotoAndPlay(framenumber);
Is this what you wanted to know?
Keyframe Question
When I import any movie I have one long keyframe. Does anyone know how I can break up the move into a keyframe for each scene?
Thanks
Jump To Next Keyframe
ok I want to save myself some typing in the actionscript area. Here is my dilemna. I have a slideshow of pictures with a VCR style control that that, when clicked goes to the previous or next pic as well as plays and pauses the slideshow. I have the following for the next arrow:
on (release) {
tellTarget ("counter") {
if (_root.count == 8) {
gotoAndPlay("Pic 01");
} else {
nextFrame();
}
}
if (_root.count == 1) {
gotoAndPlay("Pic 02");
} else if (_root.count == 2) {
gotoAndPlay("Pic 03");
} else if (_root.count == 3) {
gotoAndPlay("Pic 04");
} else if (_root.count == 4) {
gotoAndPlay("Pic 05");
} else if (_root.count == 5) {
gotoAndPlay("Pic 06");
} else if (_root.count == 6) {
gotoAndPlay("Pic 07");
} else if (_root.count == 7) {
gotoAndPlay("Pic 08");
} else if (_root.count == 8) {
gotoAndPlay("Pic 01");
}
}
As you can see I have a list of 8 photos and according to what number the value of the variable "count" is determines the next photo the show goes to.
Is there a way to set it so that it just automatically jumps to the next keyframe without having to type out all this code? Or should I just quit B*tching and deal with what I have since it works already?
-= greendog =-
Stop At Keyframe
Hello,
i created an animation with some buttons inside of it. the animation plays in a loop but i want it to stop at certain keyframes when buttons are pressed.
The animation is a mc called "totwaar". my button is located in the mc "totwaar.inter.redbut" and has the name "redbut"
what script can i use ?
Stop At Keyframe
Hello, i created an animation that spins. I have four buttons that steers that animation. When clicking on button 1 the animation has to go to keyframe x and stop at that keyframe. When clicking on another button the animation has to play till it reaches that keyframe and stiop, etc ...
Now i have this actionscript:
code:
DF = 1
this.totwaar.inter.redbut.button.onRelease = function(){
DF = 14
}
this.totwaar.inter.beigebut.button.onRelease = function(){
DF = 6
}
_root.onEnterFrame = function(){
HF = totwaar._currentframe
verschil = DF-HF
if(verschil > 0) richting = 1
else if(verschil < 0) richting = -1
else richting = 0
totwaar.gotoAndStop(totwaar._currentframe+richting )
}
The problem is, when clicking on a button the button goes to that keyframe but then the movie seems to loose the script because clicking on a button then doesn't work anymore.
When the spinning movie exists of 1 tween without keyframes it works but i have to use keyframes to position the movie right and to add a blur.
i added the movie in mx format so there is no blur but can somebody have a look at ik please ?
grtz
Odd Keyframe Behaviour
Hi,
This is my first Flash project, a website for a local band. I've tried to think of a way to explain my problem, but it's not clear. Take a look here instead: unclear_insight
Mouse over the polaroids, then try going thru the link tabs from RIGHT to LEFT. Note the odd behaviour of the images on the right. It only seems to effect the first image touched by the mouseover. The images are instances of MCs. I think this behaviour is caused by jumping to keyframes, but I don't know how to fix it.
If anyone could offer any insights I'd really appreciate it. I can supply the .fla if necessary.
Regards,
Jason.
Keyframe Blink?
Okay, so I'm using Flash 8 and animating a bunch of vector shapes to expand and shrink and move across the stage. Each shape is within a movie so I can add the new blur effect, along with alpha. Most of them start with a zero alpha and then move up to a more visible point, before moving back to a zero alpha. And this is where i'm encountering a sudden change in the alpha that's about like a blink. Anyone know whats going on with this?
It'll be fine as it starts from the first keyframe, going from transparent to more visible, then when it hits the next keyframe where i set the next alpha level, it blinks and becomes much more solid before moving on to the next level of alpha on the next keyframe where it may or may not blink again.
I'm running an animation at 30fps and so i'll ease them in to a semi-transparent point, then move them and make them slightly more transparent over time, then back out.
This is just adding to a problem i already have with enlarging the evil thing and having it run properly.
Any help would be appreciated.
LoadVariables On Keyframe
I have been building this movie in which I have a movie clip, and on the 70th frame of the clip, I have a dynamic text box that I need to load variables from external text files. I use other movie clips outside that as buttons one to controll these actions.
I need the button movie clips to first test if the main clip is on the 70th frame, and if it is not, to play the clip and then load the content. If it is already on that frame, it can just load the content.
The ccode I've been trying is as follows:
Code:
on(release) {
if(this._parent._parent._parent._parent.pagemain_mc.homepicmain_mc._currentframe == 1) {
this._parent._parent._parent._parent.pagemain_mc.homepicmain_mc.gotoAndPlay(2);
}
if(this._parent._parent._parent._parent.pagemain_mc.homepicmain_mc._currentframe == 70) {
this._parent._parent._parent._parent.pagemain_mc.homepicmain_mc.container_mc.loadVariables("aboutus.txt");
}
}
The problem with this is that once I press it, the clip plays, but I have to press it again to get it to load the variables.
If anyone has any advice, that would be amazing!
Thanks.
Sound In Keyframe
hello,
I'm just evaluating different uses of the timeline in conjunction with as3 (yes, I'm crazy ).
Let's suppose you put a sound in a movieClip keyFrame using the IDE (not as3!!). When the playhead hits a blank keyFrame, the movieClip is removed and - unsurprisingly - the sound continues playing (because of the display list improvements you know ;-)) . This is particularly annoying if it's a looping sound.
Now my question is:
- how to remove this movieclip "cleanly" ?
Any method, including actionscript 3, is welcome.
I'm informed about the dispose(), Janitor, WeakReference, etc.. solutions.
Unfortunately, I can't find a way to get a reference to the actual Sound() instance when the sound was set up with the IDE.
I can't believe that adding sound with the IDE should be now considered as a "troublesome" pratice, but I'm ready to believe it
Thx,
[CS4] Keyframe Vs. Frame
Whats the difference between a frame and a keyframe? I understand inserting a blank frame/keyframe means the content from the previous frame isn't included.
I have a login page with protected content after logging in. The login is on frame 1 and the protected content is frame 2. Is there a way to make it so people can't right click and go to play and get to the content? I know it doesn't stop on the frame (unless I put in stop() but I don't like that they can see it at all (even if it is just for a split second). I was thinking frames/keyframes had something to do with this?
Preloader All On One Keyframe
Is there a way to build a preloader that preloads an external .swf using loadMovie, all in ONE KEYFRAME.
I'm building a flash app, some of you have seen it who have helped me with my other question, using actionscript I modified from kirupa.com
It works beautifully except I was trying to adjust some of the externally loaded movies by the _width and _height property, and when these kept returning zero, my actionscript documentation book (oriely) pointed me in the direction that it might be that they are not preloaded.
So I've been on a mad dash looking for preloders, and trying to build my own, but the problem is, they all exist on more than one keyframe, and my .fla is constructed such that everything exists on one keyframe, and everything is generated dynamically at runtime. Do I have any hope of being able to run this a preloader, dynmically that is called by a "class" all on one keyframe, (see the .fla for more details)
Thanks in advance for any help.
How To Label A Keyframe?
Hello all,
I'm trying to create a simple game, one with 3 keyframes, the first keyframe called "intro", 2nd keyframe as "gamestart" and last one as "gameover"
I am not sure where to declare the labels of the keyframes. I understand that's how you jump from frame to frame, with each frame containing code that does something. I've searched the web everywhere and bought 3 books and I can't seem to find the answer to make it working.
I tried to include the line:
var label:String = "gamestart"
in each of the actionscript of each keyframe but that doesn't seem to make a difference. Is there an initial class to define and how do you get that to execute when the script starts?
Any help is appreciated.
-m
P.S. I'm 5 days old to Actionscript.
Keyframe Lables
Hello.
How do I reference a keyframe lable from my Main.as?
-Steve
Pop Window From Keyframe
Hi all,
does anyone know how I can add some script to a keyframe in the timeline that makes the browser open a monochrome window that is sized and centered on the screen?
I have this code that works perfectly from a button when clicked, but it won't work on a frame.
Anyone know how I can do this please?
Timer On Keyframe
Hi All
Is there any actionscript out there that will count down 1 minute then change keyframe
I have already tried
Code:
onClipEvent (load) {
wait = 10;
startTimer = true;
}
onClipEvent (enterFrame) {
if (startTimer) {
if (startTime == undefined) {
startTime = getTimer()/1000;
}
curTime = getTimer()/1000;
if ((curTime-startTime)>=wait) {
startTimer = false;
delete startTime;
// actions to do after time is up
gotoAndPlay(16);}
else {_root.timeRemaining = wait-(curTime-startTime);
}
}
}
which worked in another instance but not in this movie
if someone knows how please help
cheers
Keyframe Problem
I was watching the flash tutor but a tutor moved the timeline to 2o and Which do I use frame and keyframe and something else since I had hemorrhage. I don't hear the words anymore. Do I add the frame to 40? How?
[URL=http://server6.theimagehosting.com/image.php?img=flash.afe.jpg][IMG]http://images6.theimagehosting.com/flash.afe.th.jpg[/IMG][/URL]
Graphic Bug On A Keyframe
hi,
I have a very detailed picture I drew in flash. Now after drawing it on that keyframe and grouping everything, whenever I either move that keyframe, or turn it into a symbol, the graphics get messed up. Some of the fills stretch to the side of the screen, and other fills and lines disappear. This happens also when I copy and paste that frame.
Any ideas on how to get around this?
Thanks
How Do I Merge First And Last Keyframe?
I am fairly new to using Flash and I have created a movie of photos gradually transitioning into each other, by overlapping the frames in different layers. the last keyframe has Color: Alpha 0% and fades to white, whereas the first keyframe of the movie doesn't transition and simply starts with a full color image.
How can I overlap the Last frame into the first so they overlap like the rest of the transitions?
I appreciate any help!
Flash 8 Keyframe
I'm learning a new animation on flash 8 and the program is cs3, and when i make a new blank keyframe, the animation disappears when it hit's that keyframe.
Jump To Next Keyframe?
Hi,
I'm making a picture slideshow kind of thing here. It plays on its own, but I want "Next" and "Forward" buttons to jump from picture to picture. Is there a way to gotoAndPlay to the next keyframe? Or another easy way to get to the next picture?
Thanks
Action Keyframe...HELP
Ok, heres the problem
I put an action script at the end of a layer (oh...lets say.."stop")
I added an extra layer so the music (sound) wouldn't get in my way in the other layers. So anyway, I do that, I put the stop action at the end of my movie on the LAST keyframe of that layer, but it doesn't work! Same with the sounds! Please help! Ill be forevver THANKFUL! Yes people, IM THAT DESPERATE! lol Thanks
-Yut343
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