I have managed to fade OUT sound with this code and plugins from GreenSock:
import com.greensock.TweenLite;
import com.greensock.TweenMax;
var snd = new buller();
var channel:SoundChannel = snd.play(0,999);
TweenMax.to(channel, 1, {volume:0, onComplete:snd.stop});
What I can't do is fading IN the sound. Have tried to set an initial sound level but can't make it work. Appreciate any help I can get.
var snd = new buller();
var channel:SoundChannel = new SoundChannel();
var St::SoundTransform = new SoundTransform();
var TimerFade:Timer = new Timer(1,100);
//set the initial sound volume
St.volume = 1;
//play the sound
channel = snd.play(0,0,St);
//Fade in/out the sound
TimerFade.addEventListener(TimerEvent.TIMER,VolumeHandler);
TimerFade.addEventListener(TimerEvent.TIMER_COMPLETE,StopSound);
TimerFade.start();
private function VolumeHandler(e:TimerEvent):void{
var Lastpos:Number = channel.position;
channel.stop();
St.volume -= 0.1;
channel = snd.play(Lastpos,0,St);
}
private function VolumeHandler(e:TimerEvent):void{
channel.stop();
}
Related
I'm having an issue trying to get my code work for my Adobe Flash project. Basically I'm trying to get a button to play a random sound everytime it's clicked which works but I can't have that same code on the same frame for a different button which is why it gives me this error.
Here is my code:
import flash.utils.Dictionary;
import flash.events.MouseEvent;
var request:URLRequest = new URLRequest("19103_b.mp3");
var ci_diese:Sound = new Sound();
ci_diese.load(request);
var request_two:URLRequest = new URLRequest("19203_b.mp3");
var d_diese:Sound = new Sound();
d_diese.load(request_two);
var request_three:URLRequest = new URLRequest("19204_b.mp3");
var f_diese:Sound = new Sound();
f_diese.load(request_three);
var play_liste = 0;
var dictSounds = new Dictionary ();
dictSounds[1] = d_diese;
dictSounds[2] = ci_diese;
dictSounds[3] = f_diese;
fireweapon_H3AR.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler (event:MouseEvent) : void {
play_liste = Math.ceil(Math.random () *3);
dictSounds[play_liste].play ();
ready_H3AR.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler (event:MouseEvent) : void {
play_liste = Math.ceil(Math.random () *3);
dictSounds[play_liste].play ();}
}
import flash.utils.Dictionary;
import flash.events.MouseEvent;
var request:URLRequest = new URLRequest("Readya.mp3");
var ci_diese2:Sound = new Sound();
ci_diese2.load(request);
var request_two:URLRequest = new URLRequest("Readyb.mp3");
var d_diese2:Sound = new Sound();
d_diese2.load(request_two);
var request_three:URLRequest = new URLRequest("Readyc.mp3");
var f_diese2:Sound = new Sound();
f_diese2.load(request_three);
var play_liste = 0;
var dictSounds = new Dictionary ();
dictSounds[1] = d_diese2;
dictSounds[2] = ci_diese2;
dictSounds[3] = f_diese2;
ready_H3AR.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler (event:MouseEvent) : void {
play_liste = Math.ceil(Math.random () *3);
dictSounds[play_liste].play ();}
}
Any way to rewrite this to accommodate more than one button? The first half works up until it repeats itself at "import flash." I've been searching everywhere for answers so please help!!
You should not name two functions or two variables the same, because the last ones are going to overwrite the first ones.
For example
var request:URLRequest = new URLRequest("19103_b.mp3");
is then overwritten
var request:URLRequest = new URLRequest("Readya.mp3");
The same happens with the button ready_H3AR an the function listener mouseDownHandler
By the way, you don't need to import the classes twice:
import flash.utils.Dictionary;
import flash.events.MouseEvent;
Usually when a task or a block of code is intended to be used many times, it's better to put it in a function to get a simpler and more maintainable code.
So you can do like this :
var sounds:Array = [
['01.mp3', '02.mp3', '03.mp3'], // sounds for the 1st button
['04.mp3', '05.mp3', '06.mp3'] // sounds for the 2nd button
];
var sound:Sound,
sound_channel:SoundChannel = new SoundChannel();
function play_sound(sound_name:String): void
{
var request:URLRequest = new URLRequest('mp3/' + sound_name);
sound = new Sound();
sound.addEventListener(Event.COMPLETE, on_sound_loaded);
sound.load(request);
}
function on_sound_loaded(e:Event): void
{
// if you want, you can stop the current playing sound
// otherwise you don't need the SoundChannel
sound_channel.stop();
sound_channel = Sound(e.target).play();
}
button_01.addEventListener(MouseEvent.MOUSE_DOWN, on_press);
button_02.addEventListener(MouseEvent.MOUSE_DOWN, on_press);
function on_press(e:MouseEvent): void
{
// to get values : 0, 1 or 2
var random:int = int(Math.random () * sounds[0].length);
// if it's the 1st button so pick the sound from the 1st sounds array
if(e.currentTarget.name == 'button_01'){
play_sound(sounds[0][random]);
} else {
play_sound(sounds[1][random]);
}
}
Hope that can help.
Okay, so, here's the deal, i have a sound steaming from an URL since the first frame (60 total), and i added another sound file (from the library) to a certain frame. As expected, both sounds overlapp, so i decided to make a mute function... the problem is, i cant get it to apply only to the streaming audio, the function mutes all audio, and i cant use the variable mySound because the mute function needs to be on other keyframe to work...
Here's the code of the streaming audio:
var mySound:Sound = new Sound();
var myChannel:SoundChannel = new SoundChannel();
var lastPosition:Number = 0;// pause button
mySound.load(new URLRequest("http://trollfacequiz.16mb.com/MusicFiles/Goat%20Songs.mp3"));
//mySound.play();
SoundMixer.stopAll();
myChannel = mySound.play();
btn_mute.btn_pause.addEventListener(MouseEvent.CLICK, onClickPause);
btn_mute.btn_play.addEventListener(MouseEvent.CLICK, onClickPlay);
function onClickPause(e:MouseEvent):void
{
btn_mute.btn_pause.visible = false;
lastPosition = myChannel.position;
myChannel.stop();
}
function onClickPlay(e:MouseEvent):void
{
btn_mute.btn_pause.visible = true;
myChannel = mySound.play(lastPosition);
}
And the mute function:
function setVolume(vol){
var volTransform:SoundTransform = new SoundTransform();
volTransform.volume = vol;
SoundMixer.soundTransform = volTransform;
}
setVolume(0);
I have 8 external mp3s that are loaded and will be played sequencially. I cannot figure how to pause the mp3 currently playing and start playing from the point it was paused. I did have code that would pause it but when clicking the play button, it would play the first mp3 from the beginning.
var s1:Sound = new Sound(new URLRequest("Audio Files/1.mp3"));
var s2:Sound = new Sound(new URLRequest("Audio Files/2.mp3"));
var s3:Sound = new Sound(new URLRequest("Audio Files/3.mp3"));
var s4:Sound = new Sound(new URLRequest("Audio Files/4.mp3"));
var s5:Sound = new Sound(new URLRequest("Audio Files/5.mp3"));
var s6:Sound = new Sound(new URLRequest("Audio Files/6.mp3"));
var s7:Sound = new Sound(new URLRequest("Audio Files/7.mp3"));
var s8:Sound = new Sound(new URLRequest("Audio Files/8.mp3"));
s1.addEventListener(Event.COMPLETE, doLoadComplete);
s2.addEventListener(Event.COMPLETE, doLoadComplete);
s3.addEventListener(Event.COMPLETE, doLoadComplete);
s4.addEventListener(Event.COMPLETE, doLoadComplete);
s5.addEventListener(Event.COMPLETE, doLoadComplete);
s6.addEventListener(Event.COMPLETE, doLoadComplete);
s7.addEventListener(Event.COMPLETE, doLoadComplete);
s8.addEventListener(Event.COMPLETE, doLoadComplete);
var channel:SoundChannel = new SoundChannel();
channel = s1.play();
channel.addEventListener(Event.SOUND_COMPLETE, doSoundComplete);
function doLoadComplete($evt:Event):void
{
trace("Song loaded.");
}
function doSoundComplete($evt:Event):void
{
trace("1 done.");
channel = s2.play();
channel.addEventListener(Event.SOUND_COMPLETE, doSoundComplete2)
}
function doSoundComplete2($evt:Event):void
{
trace("2 done.");
channel = s3.play();
channel.addEventListener(Event.SOUND_COMPLETE, doSoundComplete3);
}`
Here is what I have so far:
This loads the mp3s and plays them. The pause btn works but the play button to resume the audio gives me an error : ReferenceError: Error #1069: Property 0 not found on flash.media.Sound and there is no default value. at mp3sequence_fla::MainTimeline/playSound()
My guess is that the value for the current position or last position is incorrect.
var myArray:Array=[0,1,2,3,4,5,6,7];
var i:uint=1;
var req:URLRequest = new URLRequest("mp3/"+myArray[i]+".mp3");
var VSound:Sound = new Sound();
var channel:SoundChannel = new SoundChannel();
var lastPosition:Number = 0; //last position of the sound
var curSoundIndex:int = 0; //var to store the current sound that is playing
VSound.load(req);
channel = VSound.play();
function playSound(e:Event = null) {
//if no sound channel, load the current sound into it
channel = VSound[curSoundIndex].play(lastPosition);
channel.addEventListener(Event.SOUND_COMPLETE, doSoundComplete, false, 0, true);
lastPosition = channel.position;
}
function pauseSound(e:Event = null) {
if (channel) {
lastPosition = channel.position;
channel.stop();
}
}
function doSoundComplete($evt:Event):void {
curSoundIndex++;
if (curSoundIndex >= VSound.length) curSoundIndex = 0;
}
play_btn.addEventListener(MouseEvent.CLICK, playSound);
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
To pause a sound you can store it's position when you pause it, and use that variable to replay from that position.
var s:Sound = new Sound(new URLRequest("Audio Files/1.mp3"));
var channel:SoundChannel = new SoundChannel();
channel = s.play();
var pausePosition:int;
function pause():void {
soundPosition = channel.position;
channel.stop();
}
function resume():void {
channel = s.play(soundPosition);
}
You can store the position property of the corresponding SoundChannel. I've added some code to make the whole thing less redundant
var curSoundIndex:int = 0; //var to store the current sound that is playing
var lastPosition:Number = 0; //last position of the sound
var soundChannel:SoundChannel;
var sounds:Vector.<Sound> = new Vector.<Sound>(); //array of all sounds
loadNextSound();
function loadNextSound(e:Event = null):void {
//check if all sounds are loaded
if (sounds.length >= 8) {
curSoundIndex = 0; //select first sound
resume(); //start playing
return;
}
//if not, load the next sound and add it to the array/vector
var sound:Sound = new Sound(new URLRequest("Audio Files/" + (sounds.length + 1) + ".mp3"));
sounds.push(sound);
if(sound.bytesLoaded < sound.bytesTotal){ //check if already loaded
sound.addEventListener(Event.COMPLETE, loadNextSound);
}else{
loadNextSound();
}
}
function pause(e:Event = null) {
if (soundChannel) {
lastPosition = soundChannel.position;
soundChannel.stop();
}
}
function resume(e:Event = null) {
//if no sound channel, load the current sound into it
soundChannel = sounds[curSoundIndex].play(lastPosition);
soundChannel.addEventListener(Event.SOUND_COMPLETE, doSoundComplete, false, 0, true); //use weak listener to avoid memory leaks
lastPosition = 0;
}
}
function doSoundComplete($evt:Event):void {
curSoundIndex++;
if (curSoundIndex >= sounds.length) curSoundIndex = 0;
}
I am trying to make a volume slider that uses channels.
I am not sure how to do this.
Here is my code:
import flash.media.SoundChannel;
import flash.net.URLRequest;
import flash.media.Sound;
// Enter Frame Event
var sliderValue:uint = mySlider.sliderKnob.x;
addEventListener(Event.ENTER_FRAME, frame);
function frame(event):void {
sliderValue = mySlider.sliderKnob.x ;
status_txt.text = "Volume: "+sliderValue;
var snd:Sound = new Sound();
var channel:SoundChannel = new SoundChannel();
var volumeLevel = channel.soundTransform;
var req:URLRequest = new URLRequest("Background.mp3")
snd.load(req);
channel = snd.play();
var newLevel:Number = mySlider.sliderKnob.x / 100;
volumeLevel.volume = newLevel;
channel.soundTransform = volumeLevel;
}
You are instantiating and loading the sound on every single frame. And you need to make a new SoundTransform instance! I take it that the slider itself is working!
var snd:Sound = new Sound();
var channel:SoundChannel = new SoundChannel();
var volumeLevel:SoundTransform = new SoundTransform();
snd.load(new URLRequest("Background.mp3"));
channel = snd.play();
addEventListener(Event.ENTER_FRAME, frame);
function frame(event):void {
sliderValue = mySlider.sliderKnob.x ;
status_txt.text = "Volume: "+sliderValue;
var newLevel:Number = sliderValue / 100;
volumeLevel.volume = newLevel;
channel.soundTransform = volumeLevel;
}
I am using the code below to load some data from an .xml file.
I am preloading all data (Audio Paths, Video Paths including a video from xml.
When everything is loaded complete i am loading the video in Frame 2 on FLVPlayback 2.5 with this code:
videoPlayer.source = videofile;
The problem is that the video shows a white screen for 3-4 seconds and then starts play.
At some other pc's it plays normaly when the loading ends.
My Code:
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
stop();
//******************************************************
// XML Loader
//******************************************************
var myLoader:URLLoader = new URLLoader();
//myLoader.load(new URLRequest("myxml.php"));
myLoader.load(new URLRequest("myxml.xml"));
myLoader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void{
var myXml:XML = new XML(e.target.data);
parseXML(myXml);
}
//******************************************************
// Extract XML value and fill up variables
//******************************************************
var thename:XML;
var soundpath:XML;
var theage:XML;
var theplace:XML;
var everyday:XML;
var youwill:XML;
var pic1:XML;
var pic2:XML;
var pic3:XML;
var videofile:XML;
var assetsList:Array;
//-----------------------------
var sound:Sound;
var soundChannel:SoundChannel;
//-----------------------------
function parseXML(xml:XML):void{
thename = xml.paths.thename[0];
soundpath = xml.paths.soundpath[0];
theage = xml.paths.theage[0];
theplace = xml.paths.theplace[0];
everyday = xml.paths.everyday[0];
youwill = xml.paths.youwill[0];
pic1 = xml.paths.pic1[0];
pic2 = xml.paths.pic2[0];
pic3 = xml.paths.pic3[0];
videofile = xml.paths.videofile[0];
txtThename.text = thename;
txtSoundpath.text = soundpath;
txtTheage.text = theage;
txtTheplace.text = theplace;
txtEveryday.text = everyday;
txtYouwill.text = youwill;
txtPic1.text = pic1;
txtPic2.text = pic2;
txtPic3.text = pic3;
txtVideofile.text = videofile;
assetsList = [soundpath,theage,theplace,everyday,youwill,pic1,pic2,pic3,videofile];
preloadAssets();
}
//******************************************************
// preloaded assets
//******************************************************
var assetsLoader:URLLoader
var assetsCtr:Number=0;
function preloadAssets():void{
assetsLoader = new URLLoader ();
var urlRequest:URLRequest = new URLRequest(assetsList[assetsCtr]);
assetsLoader.load(urlRequest);
assetsLoader.addEventListener(Event.COMPLETE, assetLoadedHanlder);
assetsLoader.addEventListener(ProgressEvent.PROGRESS, assetProgressHandler);
}
function assetProgressHandler(evt:ProgressEvent):void{
var bl:uint = evt.bytesLoaded;
var bt:uint = evt.bytesTotal;
var perEachAssets = 1/assetsList.length;
var assetsBlLoaded = ((bl / bt)*perEachAssets)+((assetsCtr)/assetsList.length*100)/100;
var _percentLoaded = Math.floor(assetsBlLoaded*100);
progBar.setProgress(_percentLoaded,100)
//trace("_percentLoaded:",_percentLoaded)
}
function assetLoadedHanlder(evt:Event):void{
assetsCtr+=1;
if(assetsCtr<assetsList.length){
//trace("preloading:"+assetsList[assetsCtr])
var urlRequest:URLRequest = new URLRequest(assetsList[assetsCtr]);
assetsLoader.load(urlRequest);
}else{
//trace("done!")
assetsLoader.removeEventListener(Event.COMPLETE, assetLoadedHanlder);
assetsLoader.removeEventListener(ProgressEvent.PROGRESS, assetProgressHandler);
gotoAndStop(2);
}
}
Rather than adding the component directly to the stage you might want to try creating and adding it with ActionScript.
By doing this you can instantiate the FLVPlayback instance before you need to show it, rather than having to wait until you hit frame 2 on your timeline.
I can't guarantee it will fix your problem but it's worth a go.
var _videoFLV:FLVPlayback;
_videoFLV = new FLVPlayback();
_videoFLV.fullScreenTakeOver = false;
_videoFLV.autoPlay = false;
_videoFLV.autoRewind = true;
_videoFLV.isLive = false;
_videoFLV.skin = null;
_videoFLV.bufferTime = .1;
_videoFLV.width = 320;
_videoFLV.height = 240;
_videoFLV.source = videofile;
_videoFLV.stop();
_videoFLV.x = 240;
_videoFLV.y = 240;
addChild(_videoFLV);