ActionScript 3.0 sound not working - actionscript-3

So having trouble making sound on keyboard press
I have the imports:
import flash.net.URLRequest;
import flash.media.Sound;
I have the variables
private var soundDownRequest:URLRequest = new URLRequest ("SoundDown.mp3");
private var downSound:Sound = new Sound (soundDownRequest);
and the event listener
private function keyDownHandler(evt:KeyboardEvent):void
{
if (evt.keyCode == 40)//ascii for down arrow
{
downSound.play();
}
}
The sound folder is in the same folder as the .as, its also in the library of the fla, yet it still doesn't work. Any idea why?
Thank you.
Update:
I got the sound to work but not using the external method I was trying to do above.
Had to do it internally.
so you need:
import flash.media.SoundChannel;
-Then you need to make sure your sound file is in your fla library.
once its in the library
-Right click > properties
-Select the Action Script Tab
-Check "export for action script"
-Give the class a name in accordance to the sound
-press ok
add this variable (your will be different):
private var downSound:TheDownSound = new TheDownSound();
downsound is the selected name of the variable, and TheDownSound is the name of the class (the one made earlier for the sound file)
then add this to where you want the sound to play:
var myDownSound:SoundChannel = downSound.play();
Do this if you cant get it working externally like me.
for a better explanation watch this guys youtube video:
https://www.youtube.com/watch?v=SZpwppe7yGs

Your code is working perfectly ok if you put your .mp3 file in the same folder as the output .swf, not near the class .as source file (because its the swf file loading the sound, so the path must be relative to it)
public class ASEntryPoint extends Sprite {
private var soundDownRequest:URLRequest = new URLRequest ("click.mp3");
private var downSound:Sound = new Sound (soundDownRequest);
public function ASEntryPoint() {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
}
private function keyDownHandler(evt:KeyboardEvent):void{
if (evt.keyCode == 40) {
downSound.play();
}
}
}

You need to load the external file, which is asynchronous operation. Then you track the loading event and if it all goes normally you can play your loaded sound.
import flash.events.SecurityErrorEvent;
import flash.events.IOErrorEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
// Keep the sound loader from being garbage collected.
var soundLoader:Sound;
function loadSound(url:String):void
{
var aRequest:URLRequest = new URLRequest(url);
soundLoader = new Sound();
// Handle the normal loading.
soundLoader.addEventListener(Event.COMPLETE, onLoaded);
// Handle the error cases.
soundLoader.addEventListener(IOErrorEvent.IO_ERROR, onError, false, 0, true);
soundLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError, false, 0, true);
soundLoader.load(aRequest);
}
var audioChannel:SoundChannel;
function onLoaded(e:Event):void
{
// Sound is available here for playback.
audioChannel = soundLoader.play();
}
function onError(e:Event):void
{
trace(e);
}
You can also handle your sound as a streaming audio, but I worked with that years ago in AS2 so I cannot help here. Still, internet suggests a link: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d22.html

Related

Flash/AS3 - preload or stream embedded sounds

I'm currently working on a project in flashdevelop and I want to include some music. I'm building a game, so multiple files are not an option. Currently all resources are embedded and a simple preloader loads everything (like the flashdevelop default preloader).
I don't want to load the music at the beginning, I'd rather like to stream it when required.
Is it possible to stream embedded sounds?
If not, is it possible to embed these files inside the .swf file and load them later on?
Thanks in advance!
You can do two things. One is to start loading the sounds after the initial loading finishes and save them in a Dictionary maybe. Second is to export a RSL (Runtime Shared Library) from Flash which is a SWF file which you can then load and have access to all the classes defined there.
In the first approach you basically load every sound like this and save them to dictionary:
import flash.media.Sound;
import flash.events.Event;
import flash.net.URLRequest;
import flash.utils.Dictionary;
var mSounds:Dictionary = new Dictionary();
function loadSound(url:String, soundName:String)
{
var sound:Sound = new Sound();
sound.addEventListener(Event.COMPLETE, onSoundLoadComplete);
sound.load(new URLRequest(url));
function onSoundLoadComplete(e:Event):void
{
sound.removeEventListener(Event.COMPLETE, onSoundLoadComplete);
trace(soundName,"Sound Loaded");
mSounds[soundName] = sound; // save it to dictionary
// then you can load it from dictionary
// using the name you assigned
if(mSounds["crystalised"])
(mSounds["crystalised"] as Sound).play();
}
}
loadSound("C:\\Users\\Gio\\Desktop\\Crystalised.mp3", "crystalised");
In the second approach you have to do more steps, but you load it once. I'll list the steps here:
Make a new Flash Document (FLA)
Import all the sounds you need to the library
In the properties menu of each sound select the Actionscript tab and tick the Export for Runtime Sharing checkbox and fill in the name for output SWF
After you publish this FLA you can load it in your application or game and use it like this:
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.system.SecurityDomain;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.utils.getDefinitionByName;
function loadRSL(url:String):void
{
var loader:Loader = new Loader();
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onRSLLoadComplete);
loader.load(new URLRequest(url), context);
function onRSLLoadComplete(e:Event):void
{
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onRSLLoadComplete);
trace("RSL Loaded");
// creating a new instance of the sound which is defined in RSL
var soundClass:Class = getDefinitionByName("Crystalised") as Class;
var sound:Sound = (new soundClass() as Sound);
sound.play();
}
}
loadRSL("SoundLibrary.swf");

CS5+AS3 Preloader starts at 50%; no clue why

I know there are a lot of previous topics about preloaders and I've tried to follow every one of them but I still get the same problem (well they have helped me go from 80% -> 50%)
Right now it starts at 61450 / 125207 which is about 50%.
Here is my Main Document (default class file for the entire project) class:
public class MainDocument extends MovieClip
{
private var preloader:Preloader;
private var sB:startButton;
public function MainDocument()
{
preloader = new Preloader();
preloader.x = 300;
preloader.y = 400;
addChild(preloader);
loaderInfo.addEventListener(Event.COMPLETE,addStartButton,false,0,true);
}
private function addStartButton(e:Event):void
{
sB = new startButton();
sB.x = 300;
sB.y = 450;
sB.addEventListener(MouseEvent.CLICK,sMainMenu,false,0,true);
addChild(sB);
loaderInfo.removeEventListener(Event.COMPLETE,addStartButton);
}
private function sMainMenu(e:Event):void
{
sB.removeEventListener(MouseEvent.CLICK,sMainMenu);
removeChild(sB);
removeChild(preloader);
sB = null;
preloader = null;
var menuScreen = new MenuScreen();
addChild(menuScreen);
//I have heard that the following code might work better:
//var menuScreen:Class = getDefinitionByName("MenuScreen") as Class;
//addChild(new menuScreen() as DisplayObject);
}
}
And the Preloader that it attaches:
public class Preloader extends MovieClip
{
public function Preloader()
{
addEventListener(Event.ENTER_FRAME,Load);
}
private function Load(e:Event):void
{
//"bar" is a movieclip inside the preloader object
bar.scaleX = loaderInfo.bytesLoaded/loaderInfo.bytesTotal;
//"percent" is a dynamic text inside the preloader object
percent.text = Math.floor(loaderInfo.bytesLoaded/loaderInfo.bytesTotal*100)+"%";
trace(loaderInfo.bytesLoaded+" / "+loaderInfo.bytesTotal);
if (loaderInfo.bytesLoaded == loaderInfo.bytesTotal)
{
removeEventListener(Event.ENTER_FRAME,Load);
}
}
}
-> Nothing is set to Export on Frame 1 except for the Preloader
-> No objects exist on the first frame; the only code on first frame is stop();
-> I placed a copy of every single MovieClip in the second frame and when the startButton is clicked, a gotoAndStop(3); is run so no one ever sees frame 2.
If anyone knows of anything simple that I could have forgotten, please let me know!
Thanks!
You're tying to use a preloader in the file being preloaded. In that case, there is going to be bloat from the rest of the project's code and assets. The reason you are seeing your preloader seemingly delayed is because a swf must load completely before any code will execute. This includes all assets on stage regardless of what frame they are on, even if you have settings in place to export on something other than frame 1. Instead, try using a blank shell as your preloader. This shell will have nothing in it but the loader code and a preloader graphic or animation. When the load is finished, hide your preloader and add your loaded content to the stage of the shell, or a container movieclip in the shell.
All the following code goes in your shell, which is just another FLA file with nothing in it but this code, and a preloader bar. The dimensions of this file should be the same as the file you are loading into it, ie your original swf file you were trying to preload.
Use it by calling loadSwf( "mySwfNameOrURLToSwf.swf" );
The variable _percent will populate with the current load percentage, which you can correspond to your loading bar scale. Presuming the preloader bar is named "bar", the line bar.visible = false; in the onSwfLoaded function will hide it. addChild( _swf ) adds the loaded swf to the shell's stage. The line _swf.init(); references a function in the loaded swf you will need to add called init() that starts your loaded swf doing whatever it is its supposed to do. Have everything in the loaded swf start on the first frame now, including the init() function.
import flash.display.MovieClip;
import flash.display.DisplayObject;
import flash.display.Loader;
import flash.display.Bitmap;
import flash.net.URLRequest;
import flash.system.ApplicationDomain;
import flash.system.SecurityDomain;
import flash.system.LoaderContext;
import flash.system.Security;
import flash.events.Event;
import flash.events.ProgressEvent;
var _swfLoader:Loader;
var _swf:DisplayObject;
var _percent:Number;
function loadSwf( swfURL:String ):void
{
_swfLoader = new Loader();
var req:URLRequest = new URLRequest( swfURL );
var loaderContext:LoaderContext = new LoaderContext();
loaderContext.applicationDomain = ApplicationDomain.currentDomain;
loaderContext.checkPolicyFile = true;
_swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onSwfProgress);
_swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSwfLoaded);
_swfLoader.load(req, loaderContext);
}
function onSwfProgress( evt:Event ):void
{
_percent = Math.round( ( evt.target.bytesLoaded / evt.target.bytesTotal ) * 100 );
}
function onSwfLoaded( evt:Event ):void
{
_swfLoader.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS, onSwfProgress);
_swfLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onSwfLoaded);
_swf = _swfLoader.content;
addChild( _swf );
bar.visible = false;
_swf.init();
_swfLoader = null;
}
your code looks ok.
when you are not on a http server, loading process are simulated.
After compiling, press crtl + B.
In menu you can choose the downloading speed and simulate a download by pressing again ctrl+enter.
it might help you to debug your preloader
#Lee Burrows What you said was right but would have been better if you looked at what I mentioned at the end of the code (three bold points)
The solution I used was:
-> I set everything to Export on Frame 2 on my 3 frame document.
-> Removed everything on Frame 2
-> Created a TextField via constructor and used drawRectangle for loading bar
-> No movieclips present on frame 1, and used
var menuScreen:Class = getDefinitionByName("MenuScreen") as Class;
addChild(new menuScreen() as DisplayObject);
instead of the previous code.
The reason why what I had originally didn't work because, as Lee Burrows mentioned, the Export for Actionscript hangs the loading if X = 1 in Export on Frame X, regardless if Export on Frame 1 was checked or not. Changing it to 2 or unchecking Export for Actionscript were the two solutions (except if it isn't exported for actionscript, then its code cant be referenced to).
Preloader starts at about 2% now.

AS3 playing audio and looping it

I'm trying to get an audio file to play in the background of my project but so far have been unsuccessful so far. Heres what I've gotten so far.
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
import flash.media.*;
public class Music extends MovieClip {
// Create a sound
private var music:Sound;
// Use a URLRequest for file path
private var request:URLRequest;
// Create a sound buffer
private var buffer:SoundLoaderContext;
// Create a sound channel
private var channel:SoundChannel;
public function Music() {
// constructor code
//Instantiate all sound objects
buffer = new SoundLoaderContext(1000);
request = new URLRequest("SMB3-Grassland-Map.mp3");
music = new Sound(request, buffer);
// Play music and assign it to a channel
channel = music.play();
// Add an event listener to the channel
channel.addEventListener(Event.SOUND_COMPLETE, loopMusic);
}
// playMusic method restarts music
private function playMusic()
{
channel = music.play();
channel.addEventListener(Event.SOUND_COMPLETE, loopMusic);
}
// Channel event listener call playMusic method
private function loopMusic(e:Event)
{
if (channel != null)
{
channel.removeEventListener(Event.SOUND_COMPLETE, loopMusic);
playMusic();
}
}
}
}
this is just to play an external audio file and have it continually loop.
Rather than having an event listener that plays the sound again upon sound complete, you can add parameters to the .play() method. The first parameter indicates at what point in the sound you would like it to begin playing, the second parameter indicates how many times you would like it to play, and the third is used if you want to apply sound transform. In your case you can do .play(0, int.MAX_VALUE); this will give you the continuous loop you are looking for.
"the problem is it's not playing anything at all."
I copied your code and created an AS3 class file (substituting my own local MP3 URL)
Then created an AS3 file with the following:
import Music;
var mus:Music = new Music();
and ran it. The sound played and looped correctly.
It's working for me, so maybe that's why there are no errors. Sorry for the question but are your speakers on; is your system playing sound from another source... cd, mp3 player?
I've used the play(0, 1000); #Goose mentioned and it worked great; simple and effective.

Red5 and AS3 - file "Mystream" is deleted (not recording)

This my first time using StackExchange so I apologize if I miss anything.
I am trying to create a AS3 Flash that will record a video using a webcam and RED5 media server; I am stuck (I am not a programmer, more of a computer handyman that does everything).
The example that comes with RED5 works fine (though is in AS2 and I could not, for some reason, make certain things I need to do work), but my code doesnt seem to record the stream as there is not file, the RED5 console only says:
[INFO] [NioProcessor-3] org.red5.server.adapter.ApplicationAdapter - File lecture.flv was deleted
here is the code so far. (updated 09/07/12)
import flash.display.Sprite;
import flash.net.NetConnection;
import flash.net.NetStream;
import flash.media.Camera;
import flash.events.MouseEvent;
import flash.media.Microphone;
import flash.events.*;
import flash.media.Video;
var _cam:Camera
var _mic:Microphone
// create basic netConnection object
var _nc:NetConnection = new NetConnection();
_nc.client = this
// connect to the local Red5 server
_nc.connect("rtmp://localhost/myapp");
_nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
//Add listeners for buttons
record_btn.addEventListener( MouseEvent.CLICK, recordvid );
stop_btn.addEventListener( MouseEvent.CLICK, stopvideo );
//submit_btn.addEventListener( MouseEvent.CLICK, onSubmit );
//Listeners
function netStatusHandler(event:NetStatusEvent):void{
trace("start netstatus handler");
if (event.info.code == "NetConnection.Connect.Success"){
attachCamera();
}
}
function attachCamera(e:Event = null):void {
trace("attach");
//Attach Camera to field
_cam=Camera.getCamera();
_mic=Microphone.getMicrophone()
vid.attachCamera(_cam);
}
function stopvideo(e:MouseEvent):void {
//_ns.close();
}
function recordvid(e:MouseEvent):void {
var _ns:NetStream = new NetStream(_nc);
trace("publish");
_ns.attachCamera(_cam);
_ns.attachAudio(_mic);
_ns.publish("lecture", "record");
}
You have to connect & wait for the successful status before publishing the stream.
For Example :
var nc:NetConnection = new NetConnection();
nc.connect("rtmp://fms.example.com/lectureseries");
nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
function netStatusHandler(event:NetStatusEvent):void{
if (event.info.code == "NetConnection.Connect.Success"){
var ns:NetStream = new NetStream(nc);
ns.publish("lecture", "record");
}
}
Have a look at the Netstream documentation to learn more.
I just found the answer thru extreme googleing, I needed to declare the Netstream variable outside the function; otherwise the "publish" video was "empty" as the garbage collector was destroying my variable at some point.
so outside a function I declare
var _ns:NetStream;
and inside the function I declare:
function recordvid(e:MouseEvent):void {
_ns = new NetStream(_nc);
_ns.attachCamera(_cam);
_ns.attachAudio(_mic);
_ns.publish("lecture", "record");
Awesomely enough, I found the answer right here in stackoverflow

AS3 Stop external swf

Hi I'm loading an external swf into a MovieClip, and I want it to stop until I choose to play. Currently it plays upon loading immediately.
var mc:MovieClip;
var swfLoader:Loader = new Loader();
swfLoader.contentLoaderInfo.addEventListener (Event.COMPLETE, eventLoaded);
var request:URLRequest;
request = new URLRequest("external.swf");
swfLoader.load (request);
function eventLoaded(e:Event): void
{
mc = e.target.content as MovieClip;
// does not stop the clip
mc.Stop ();
}
So I tried adding a Event.ENTER_FRAME to the movieclip and stop it there, that will stop but it will play the first frame. Is there a way to get it to stay stopped when loaded until I choose Play?
It's actually very close to what Jochen Hilgers suggested. However, in this instance, the event you want is actually INIT instead of COMPLETE. INIT is fired when the content is not yet fully loaded but is ready for use (and will start playing on its own).
Attach the event with
loader.contentLoaderInfo.addEventListener(Event.INIT, handleReady );
And handle it with
public function handleReady( initEvent:Event ):void{
MovieClip(initEvent.currentTarget.content).stop();
}
You'll notice that you can cast the content property of currentTarget as a MovieClip and stop it even before it has been attached to the stage.
It is important to note that it is not safe to use the content property in a PROGRESS event (or any time prior to an INIT or COMPLETE event). You will get an error to the effect that the object is not ready.
I wrote this simple TestCase and it works fine... the loaded swf is quite simple, just a tween on the main timeline.
package {
import flash.display.Loader;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
public class Test extends Sprite
{
private var loader:Loader = new Loader;
public function Test()
{
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleLoaded );
loader.load( new URLRequest( 'testFile.swf' ) );
}
public function handleLoaded( event:Event ):void
{
addChild( loader.content );
var mc:MovieClip = loader.content as MovieClip ;
mc.stop();
}
}
}
I was looking for a similar problem/solution, but my problem was little diferent. I know this was not your issue, but looks fair to share my solution. When I tried to do
event.currentTarget.stop(); // AS1&AS2 -> BAD swf to import
with the content of a loader, my Flash IDE showed me this error:
"Property stop not found on flash.display.AVM1Movie and there is no default value."
This happened to me because the swf I imported was created using AS1, and not AS3 as the main movie ( so I decompiled the swf to a fla and recompiled using as3, it was an output from After Effects). Now I know AVM1 and AVM2 are classes that represent actionscript 1 and 2 files.