Adobe Flash/ Animate muting particular audio - actionscript-3

I am in desperate need of help! I have a mute toggle button that I made following a tutorial on youtube in Adobe Animate/Flash using action-script 3.0 and it mutes everything as it is supposed to. However, I now need it to only mute the background music as it is muting my videos as well! How can I alter the code to either make sure only the background sound is muted and not the video?
function setMute(vol)
{
var sTransform:SoundTransform = new SoundTransform(1,0);
sTransform.volume = vol;
SoundMixer.soundTransform = sTransform;
}
var Mute:Boolean = false;
mute_btn.addEventListener(MouseEvent.CLICK,toggleMute_btn);
function toggleMute_btn(event:Event){ if(Mute)
{
Mute = false; setMute(1);
soundLines.gotoAndStop(1);
}
else
{ Mute = true; setMute(0);
soundLines.gotoAndStop(2);
}
}

In Adobe Animate (AS3), a developer can add audio in mainly two ways, timeline audio and external audio loaded by script. There can be even more methods of adding sound to a Flash movie.
In case of timeline audio, which are embedded and plays on movie progress, you may simply stop that movieclip containing that audio causing mute-like effect for that specific audio.
Example:
If your movieclip named BG contains your background music, you can write BG.stop(); for mute and BG.play(); for resuming the audio. This is the easiest method of all.
In case of streaming audio from external source using code,
var bg:Sound = new Sound();
var bgChannel:SoundChannel = new SoundChannel();
bg.load(new URLRequest("test.mp3"));
bgChannel = bg.play();
function vol(v:uint){
var sT:SoundTransform = new SoundTransform();
sT.volume = v;
bgChannel.soundTransform=sT;
}
setTimeout(vol,1000,0);
Similarly, set vol to higher value for unmute.

Related

Expand menu (movieclip) and music in music setting error

I have make a menu in Flash that can expand and there music setting inside.
The music plays when the application starts. To stop the music you must expand the menu and click the music icon.
It's working fine after I open the program and stop the music.
And it's working if I want to play again.
But there's problems after that:
I can't stop the music again and the music playing double in background.
This is my FLA file:
https://drive.google.com/file/d/1DpqdH64kDnI8xN6fBAt3pwi_bIRQ52mT/view?usp=drivesdk
Can anyone tell me the fault of my program? Thanks.
About "music playing double" does your (audio) playback function create a new anything? (eg: = new Sound or = new SoundChannel)? If yes...
Create your audio variables once outside of functions, then use your functions only to stop/start audio playback.
Use new Sound only when loading a new track, once loaded then use one SoundChannel to play/stop that Sound object.
You need a Boolean to keep track of whether a Sound is already playing or not. If true then don't send another .play() command (now gives two sounds to output/speakers).
See if the code logic below guides you toward a better setup:
//# declare variables globally (not trapped inside some function)
var snd_Obj :Sound;
var snd_Chann :SoundChannel = new SoundChannel();
var snd_isPlaying :Boolean = false;
//# main app code
loadTrack("someSong.mp3"); //run a function, using "filename" as input parameter
//# supporting functions
function loadTrack (input_filename :String) : void
{
snd_Obj = new Sound();
snd_Obj.addEventListener(Event.COMPLETE, finished_LoadTrack);
snd_Obj.load( input_filename ); //read from function's input parameter
}
function finished_LoadTrack (event:Event) : void
{
snd_Chann = snd_Obj.play(); //# Play returned Speech convert result
snd_Obj.removeEventListener(Event.COMPLETE, onSoundLoaded);
//# now make your Play and Stop buttons active
btn_play.addEventListener(MouseEvent.CLICK, play_Track);
btn_stop.addEventListener(MouseEvent.CLICK, stop_Track);
}
function play_Track (event:Event) : void
{
//# responds to click of Play button
if(snd_isPlaying != true) //# check if NOT TRUE, only then start playback
{
snd_Chann = snd_Obj.play();
snd_isPlaying = true; //# now set TRUE to avoid multiple "Play" commands at once
}
}
function stop_Track (event:Event) : void
{
//# responds to click of Play button
snd_Chann.stop();
snd_isPlaying = false; //# now set FALSE to reset for next Play check
}

Controlling Sound on flash video with Play/pause/stop buttons

I have a flash video that is short, has sound, and I've got Play Pause and Stop buttons.
Without sound, it works perfectly. It autoplays, you can hit pause and it pauses, and play resumes where it leaves off. Hitting stop goes to an empty frame if someone wants to turn it off.
I have audio inside my library, and would like connect the audio with the same elements. I've been researching for awhile now, and I've not come up with a solution yet, and having a hard time.
Here is my ActionScript code for my currently working buttons:
StopBtn.addEventListener(MouseEvent.CLICK, stopplaying);
function stopplaying(Event:MouseEvent):void {
stop()
}
PlayBtn.addEventListener(MouseEvent.CLICK, startplaying);
function startplaying(Event:MouseEvent):void {
play()
}
CloseBtn.addEventListener(MouseEvent.CLICK, close);
function close(Event:MouseEvent):void {
gotoAndStop(240)
}
You should use Sound and SoundChannel to do this. And for pause you'll have to save the current play position so that you can continue from there:
var audio:Sound = new audioFromLibrary(); //linkage name
var soundChannel:SoundChannel = new SoundChannel();
var audioPosition:Number = 0;
//PLAY:
soundChannel = audio.play(audioPosition);
//PAUSE:
audioPosition = soundChannel.position;
soundChannel.stop();
//STOP:
soundChannel.stop();

How to Improve FLVPlayback - Reduce Choppy Video

I have a 1920x1080 video playing inside a flash project with the same dimensions, using Firefox. The project is using CC2015, Latest Flash Player, Latest FF. I should note that this project is using locally stored videos.
I'm using AS3, FLVPlayback component, and the videos have been compressed (by production).
Heres the code that uses the playback component
function playVideoByString(source: String): void {
hideTheButtons();
attractTimer.stop();
movie_container = new MovieClip();
addChild(movie_container);
movie_container.x = 0;
movie_container.y = 0;
launchVideo(movie_container, source);
}
function launchVideo(vBox, vFile): void {
attractTimer.stop();
flvPlayer = new FLVPlayback();
flvPlayer.source = vFile;
flvPlayer.skinAutoHide = true;
flvPlayer.skinBackgroundColor = 0x000000;
flvPlayer.width = 1920;
flvPlayer.height = 1080;
flvPlayer.autoRewind = false;
cuePt.time = 0.9;
cuePt.name = "ASpt1";
cuePt.type = "actionscript";
flvPlayer.addASCuePoint(cuePt);
vBox.addChild(flvPlayer);
// adding listeners in here
flvPlayer.addEventListener(MetadataEvent.CUE_POINT, cp_listener);
flvPlayer.addEventListener(fl.video.VideoEvent.COMPLETE, completeHandler);
}
Playback is experiencing some degradation in the form of what looks like frames dropping, or "stutter." The animations look glass smooth when the MP4 is opened in Firefox and played back using FFs player. They also look fine when played in QuickTime (obviously). The video is 30FPS, as is the Flash Project, though from what I understand, FLVPlayback will use the videos encoded frame rate regardless of Flash's FPS.
Is there anything I can do to improve the video playback, and possibly smooth the videos out without loosing quality?

Switch language (audio and lyric) seamlessly in Adobe Flash

I’m creating a multilingual flash game with multilingual narrations. Till now i’ve got one language with an audio stream and lyric to accompany it in it’s own timeline controlled by a button on the main timeline to pause and play. I would like to add 2 more languages with audio and own lyric(karaoke style) for each language in this scene. And eventually have buttons on the main timeline that would switch the language(audio and lyric) and seamlessly continue from where the last language left off. Till now I have this action from the main timeline controlling the audio and lyric. englyr being the movie clip, with audio and lyric in it.
toggleButton.addEventListener(MouseEvent.CLICK, toggleClick3);
toggleButton.buttonState = "off";
function toggleClick3(event:MouseEvent) {
if (toggleButton.buttonState == "on") {
englyr.play();
toggleButton.buttonState = "off";
} else {
toggleButton.buttonState = "on";
englyr.stop();
}
}
I’m assuming I should put the other 2 languages as well as their lyric in englyr so that I can disable/mute languages that are not needed to be heard or seen. One problem is I can’t group the lyric and the narration(2 layers) together as a movie clip in that timeline. Therefore cannot disable the 2 other languages that shouldn’t be heard or seen. Any solutions?
It's probably easier to let them both play from code instead of via the timeline.
The first thing to do is to go to the settings of your audioclips in the library, enable "Export for Actionscript" and set a different class name for both your clips. I have named mine "english" and "french".
The following code manages two sounds and changes the language when you press the button of a language that is currently not playing.
var englishClip:Sound = new english(); //load both sounds.
var frenchClip:Sound = new french();
//create the sound and the sound channel.
var myChannel:SoundChannel = new SoundChannel();
var mySound:Sound = englishClip;
//if you want to have lots of different languages it might be easier to just have different buttons instead of one with a state.
englishButton.addEventListener(MouseEvent.CLICK, SpeakEnglish);
frenchButton.addEventListener(MouseEvent.CLICK, SpeakFrench);
//we'll start with having just the english sound playing.
myChannel = mySound.play();
function SpeakEnglish(event:MouseEvent) {
if (mySound != englishClip) { //if the english sound is already playing, do nothing.
var currentPlayPosition:Number = myChannel.position; //save playback position.
myChannel.stop(); //stop playing
mySound = englishClip.play(currentPlayPosition); //resume playing from saved position.
}
function SpeakFrench(event:MouseEvent) {
if (mySound != frenchClip) { //if the French sound is already playing, do nothing.
var currentPlayPosition:Number = myChannel.position; //save playback position.
myChannel.stop(); //stop playing
mySound = frenchClip.play(currentPlayPosition); //resume playing from saved position.
}
This could all be made more compact by having a single function that you pass the appropriate sound to. It would look something like this:
function SpeakEnglish(event:MouseEvent) {
ChangeSound(englishClip);
}
function SpeakFrench(event:MouseEvent) {
ChangeSound(frenchClip);
}
function ChangeSound(newSound:Sound){
if (mySound != newSound) { //if the sound is already playing, do nothing.
var currentPlayPosition:Number = myChannel.position; //save playback position.
myChannel.stop(); //stop playing
mySound = newSound.play(currentPlayPosition); //resume playing from saved
}
And that should solve the problem, i hope that helped :)
Resource: http://www.republicofcode.com/tutorials/flash/as3sound/

if I load a flv with netStream, how can I call a function when the flv stops playing

I have a website in ActionScript 3 that has lots of FLV animations that happen when you press buttons. Right now this is how I have it set up.
in AS3,
im loading FLv's (which are animations I exported in FLV form from After Effects)
with net stream. I have a timer set up for the same amount of length of time that the animations (FLV's) play and when the timer stops it calls a function that closes the stream, opens a new one and plays another video. The only problem I noticed using timers is that if the connection is slow and (animation)stops for a second, the timer keeps going, and calls the next flv too early.
Does anyone know a way to load a flv, or swf for that matter, at the end of play of the flv? so that the next FLV will always play at the end of the run time of the previous FLV, rather than using timers?
im thinking onComplete but I don't know how to implement that!?
Sequential playing is pretty easy to achieve with the OSMF framework, you should check it out. Google "osmf tutorials" and you should find a few tutorials online.
The framework is fairly recent, but it looks like it may become the de facto solution for media delivery in Flash as it's not limited to video but also audio & images.
As a developer you won't have to bother with the NetStream & NetConnection classes. Developing video solutions , as well as audio & images solutions should be streamlined and easier to handle. Only limitation is that it requires Flash 10
Here's some code for checking when a FLV ends with NetStream. I just provide snippets as I assume you got the FLV up and running already.
//create a netstream and pass in your connection
var netStream:NetStream = new NetStream(conn);
//add callback function for PlayStatus -event
var client : Object = {};
client.onPlayStatus = onPlayStatus;
netStream.client = client;
//attach your NetStream to the connection as usual
//---
//function that gets called onPlayStatus
function onPlayStatus(info : Object) : void {
trace("onPlayStatus:" +info.code + " " + info.duration);
if (info.code == "NetStream.Play.Complete") {
//play the next FLV and so on
}
}
EDIT: With your example code it will look something like this.
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
var listener:Object = new Object();
listener.onMetaData = function(md:Object):void{};
listener.onPlayStatus = function(info : Object) : void {
trace("onPlayStatus:" +info.code + " " + info.duration);
if (info.code == "NetStream.Play.Complete") {
//play the next FLV and so on
}
};
ns.client = listener;
vid1.attachNetStream(ns);
const moviename1:String = "moviename2.flv";
const moviename1:String = "moviename3.flv";
var movietoplay:String = "moviename.flv";
ns.play(movietoplay);