Lower volume of certain audio on frame with multiple audios. AS3 - actionscript-3

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);

Related

FLASH AS3 - Loop video continuously

I found this code on the net, and it's almost perfect for my needs - but I need it to continuously loop the clip.
var so: Sound= new Sound();
var audioChannel: SoundChannel= new SoundChannel();
var audioTransform: SoundTransform = new SoundTransform();
var video:Video=new Video(320,240);
var nc:NetConnection=new NetConnection ;
nc.connect(null);
var ns:NetStream=new NetStream(nc);
var meta: Object = new Object();
meta.onMetaData = function(meta:Object){
trace(meta.duration);
};
ns.client=meta;
addChild(video);
video.attachNetStream(ns);
ns.play("vid.flv");
//clip is a transparent clip (alpha=0) for the entire scene
clip.addEventListener(MouseEvent.MOUSE_OVER,mute);
clip.addEventListener(MouseEvent.MOUSE_OUT,unmute);
function mute(e:MouseEvent) {
ns.soundTransform=audioTransform;
audioTransform.volume=0;
}
function unmute(e:MouseEvent) {
ns.soundTransform=audioTransform;
audioTransform.volume=1;
}
To loop a video stream in AS3:
Listen for the streams NET_STATUS event.
//ns is a netstream object
ns.addEventListener(NetStatusEvent.NET_STATUS, streamStatus);
In your streamStatus event handler, check if the status code is the video stop event:
function streamStatus(status:NetStatusEvent) {
if (status.info.code == "NetStream.Play.Stop") {
//the video has stopped
}
}
To loop the video, just seek to the beginning.
ns.seek(0);
So this is the final code:
ns.addEventListener(NetStatusEvent.NET_STATUS, streamStatus);
ns.play("vid.flv");
function streamStatus(status:NetStatusEvent) {
if (status.info.code == "NetStream.Play.Stop") {
ns.seek(0);
}
}
To see whatever status codes you can check for, see the documentation.

How to display mp4 then pause and replay in Flash CC

I’m resurrecting a simple banner where we used an FLV movie and the following code to have the movie pause using setInterval and then play again. It’s a simple butterfly movie that flaps it’s wings and then goes back to a static state.
Looks like FLVs are now discouraged in the more recent Flash versions so I would like to know how to make a movie play, then pause using setInterval, then replay.
Here is the working AS3 when using an FLV on the Timeline in a frame based animation but does not work with an imported .mp4:
stop();
function timesUp()
{
gotoAndPlay(1,"Scene 1");
clearInterval(itv);
}
var itv=setInterval(timesUp, 15000);
Do the new suggested methods use a single frame movie where you load and play the mp4, then use setInterval as a timer to replay?
I can’t find any tutorials that have this method as an example.
I did read a tutorial on the Adobe site but the following did not load and play the movie (morpho.mp4)
var nc:NetConnection = new NetConnection();
nc.connect(null);
var vid:Video = new Video();
addChild(vid);
var ns:NetStream = new NetStream(nc);
ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler);
ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);
function netStatusHandler(event:NetStatusEvent):void
{
// handle netStatus events, described later
}
function asyncErrorHandler(event:AsyncErrorEvent):void
{
// ignore error
}
vid.attachNetStream(ns);
ns.play("morpho.mp4");
Try this :
import flash.utils.Timer
import flash.events.TimerEvent
var video_playing:Boolean = false,
timer:Timer,
nc:NetConnection,
ns:NetStream,
video:Video,
video_name:String = 'video.mp4'
nc = new NetConnection()
nc.connect(null)
ns = new NetStream(nc)
ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler);
ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);
function netStatusHandler(event:NetStatusEvent):void {
switch (event.info.code){
case 'NetStream.Play.Start' :
if(timer.currentCount == 0){
timer.start()
}
break
}
}
function asyncErrorHandler(event:AsyncErrorEvent):void {
}
video = new Video(135, 135) // set the size of video to 135x135px
video.x = 165 // set the left of video to 300 - 135 = 165px
video.y = 0 // set the top of video to 0
video.attachNetStream(ns)
addChild(video)
timer = new Timer(1000, 3) // 3 seconds, just for example
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timer_on_Complete)
function timer_on_Complete(e:TimerEvent){
if(video_playing){
video_playing = false
ns.close()
} else {
start_video()
}
timer.reset()
timer.start()
}
start_video()
function start_video(){
ns.play(video_name)
video_playing = true
}

mute unmute button in actionscript 3

i need some help with my actionscript 3 project. I have a button with a sound in it. I have some code (see below) that when i press the button it plays the sound and if i press the button again it stops the sound (like a mute/unmute button). The problem is that when i press the button to play the sound for the second time it plays two sounds (the same sound twice) and if i press the button to play the sound more times the same sound plays many times. Can you please help me solve the problem? Thank you.
function setMute1(vol){
sTransform1.volume = vol;
SoundMixer.soundTransform = sTransform1;
}
var sTransform1:SoundTransform = new SoundTransform(1,0);
var Mute1:Boolean = true;
sound1_btn.addEventListener(MouseEvent.CLICK,toggleMuteBtn1);
function toggleMuteBtn1(event:Event) {
if(Mute1 === false) {
Mute1 = true;
setMute1(0);
} else {
Mute1 = false;
setMute1(1);
}
}
From what I understand you start the sound by assigning it to the buttons hit frame? You need to have the sound started by the code in order to control the sound in good way.
Here is an working example based on your code, that loads an external mp3 file. The sound is played and stopped via the same button.
// load the sound
var mySound:Sound = new Sound();
mySound.load(new URLRequest("loop.mp3"));
var myChannel:SoundChannel = new SoundChannel();
// tool you need for manipulating the volume;
var sTransform1:SoundTransform = new SoundTransform(1,0);
// The sound starts not muted
var Mute1:Boolean = true;
var vol:Number = 0;
sound1_btn.addEventListener(MouseEvent.CLICK,toggleMuteBtn1);
// Set the sound volume;
function setMute1(vol)
{
sTransform1.volume = vol;
SoundMixer.soundTransform = sTransform1;
// Check if sound is muted
if (vol<=0)
{
Mute1 = true;
}
else
{
Mute1 = false;
}
}
// Start/stop sound
function startOrStop()
{
if (Mute1 === false)
{
myChannel.stop();
setMute1(0);
}
else
{
setMute1(1);
myChannel = mySound.play();
}
}
// This happens when you click the buttom
function toggleMuteBtn1(event:Event)
{
startOrStop()
}
In actionscrip 2 there was a function that would stop all sounds, in actionscript 3 you can't do that anymore, but you can still assign sounds to frames.
This example mutes and unmutes the sound. The sound is't stopped, just muted.
Also here the sound must be assigned in the code, and not to the frame.
// load the sound
var mySound:Sound = new Sound();
mySound.load(new URLRequest("loop.mp3"));
var myChannel:SoundChannel = new SoundChannel();
// tool you need for manipulating the volume;
var sTransform1:SoundTransform = new SoundTransform(1,0);
// The sound starts not muted
var Mute1:Boolean = true;
var vol:Number = 0;
sound1_btn.addEventListener(MouseEvent.CLICK,toggleMuteBtn1);
// Set the sound volume;
function setMute1(vol)
{
sTransform1.volume = vol;
SoundMixer.soundTransform = sTransform1;
// Check if sound is muted
if (vol<=0)
{
Mute1 = true;
}
else
{
Mute1 = false;
}
}
// Toggle mute on/off
function toggleMute()
{
if (Mute1 === false)
{
setMute1(0);
}
else
{
setMute1(1);
}
}
// This happens when you click the buttom
function toggleMuteBtn1(event:Event)
{
// if not playing, the sound
if (myChannel.position != 0) {
} else {
myChannel = mySound.play();
}
toggleMute();
}

Streaming audio and video AS3

I have couple of videos that I'm streaming. I start with the video_1.flv and after it finishes the video_2.flv is running and looping until the user takes some action to play other movie for example video_3.flv. So I need when video_2.flv is playing in the background to be played audio file sound.mp3 witch is going to be looped , witch i managed to do. But I need both of them to run independently. Because right now when the video is looped the audio is looping to. And I need the audio to be playd only when video_2.flv is played. Thank YOU.
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
loader.vid.Video_1.attachNetStream(ns);
var listener:Object = new Object();
listener.onMetaData = function(evt:Object):void {};
ns.client = listener;
ns.play("http://media.easyads.bg/ads/display_ads_richmedia/video/avon/maria_ilieva/video_1.flv");
ns.addEventListener(NetStatusEvent.NET_STATUS, NCListener);
var clipTimer:Timer = new Timer(4000);
function NCListener(e:NetStatusEvent){
if (e.info.code == "NetStream.Play.Stop") {
ns.play("http://media.easyads.bg/ads/display_ads_richmedia/video/avon/maria_ilieva/video_2.flv");
sound.load(req);
shaker(null);
}
};
var sound:Sound = new Sound();
var soundChannel:SoundChannel;
var req:URLRequest = new URLRequest("sound.mp3");
sound.addEventListener(Event.COMPLETE, onSoundLoadComplete);
function onSoundLoadComplete(e:Event):void{
sound.removeEventListener(Event.COMPLETE, onSoundLoadComplete);
soundChannel = sound.play();
soundChannel.addEventListener(Event.SOUND_COMPLETE, onSoundChannelSoundComplete);
}
function onSoundChannelSoundComplete(e:Event):void{
e.currentTarget.removeEventListener(Event.SOUND_COMPLETE, onSoundChannelSoundComplete);
soundChannel = sound.play();
}
loader.button_01.addEventListener(MouseEvent.CLICK, play_video_01);
loader.button_01.addEventListener(MouseEvent.ROLL_OVER, play_effect_01);
function play_video_01 (event:MouseEvent){
clipTimer.stop();
ns.play("http://media.easyads.bg/ads/display_ads_richmedia/video/avon/maria_ilieva/video_3.flv");
loader.button_01_mc.gotoAndPlay (41);
}
Maybe this tutorial is helpful to you...
I'm new in AS but I'd rather prefer to pack the whole s.... stuff into a (reusable) class...
Behavior of a Loaded SWF File versus Behavior of a MovieClip
Greets
Gee

actionscript 3.0 function calling using button click

im creating a simple flash playlist using buttons, in my stage i have 4 buttons which is button for song1,song2, stop and play. i have a working code for this one, but i decided to revise it because my previous code is like, per song they have each stop and play button,so i created this one to have a dynamic stop and play, i created a function for each song, the function will change the filename of the song to be loaded,
heres the catch, so i first pick a song, (either song1 or song2) then i click stop, then when i select a new song this error appears
Error: Error #2037: Functions called in incorrect sequence, or earlier call was unsuccessful.
at flash.media::Sound/_load()
at flash.media::Sound/load()
at playlist_fla::MainTimeline/songSelect1()
i think its not calling the second function because i cant see the trace i put inside it,anyway heres my code, sorry for the long post,
THANKS IN ADVANCE
var mySound:Sound = new Sound();
var myChannel:SoundChannel = new SoundChannel();
var myTransform = new SoundTransform();
var lastPosition:Number = 0;
var song;
song1.addEventListener(MouseEvent.CLICK,songSelect1);
function songSelect1(e:MouseEvent):void{
song = "<filenameofthe1stsong>";
mySound.load(new URLRequest(song));
myTransform.volume = 0.5;
myChannel.soundTransform = myTransform;
lastPosition=0;
trace(1);
}
song2.addEventListener(MouseEvent.CLICK,songSelect2);
function songSelect2(e:MouseEvent):void{
song = "<filenameofthe2ndsong>";
mySound.load(new URLRequest(song));
myTransform.volume = 0.5;
myChannel.soundTransform = myTransform;
lastPosition=0;
trace(2);
}
btnStop.addEventListener(MouseEvent.CLICK,onClickStop);
function onClickStop(e:MouseEvent):void{
lastPosition = myChannel.position;
myChannel.stop();
}
btnPlay.addEventListener(MouseEvent.CLICK,onClickPlay);
function onClickPlay(e:MouseEvent):void{
myChannel = mySound.play(lastPosition);
myChannel.soundTransform = myTransform();
}
Correction:
According to Adobe:
Once load() is called on a Sound object, you can't later load a
different sound file into that Sound object. To load a different sound
file, create a new Sound object.
So, creating a new sound object would be the only way to fix it.
- - - Original Post - - -
If you enable debugging in your flash settings, it'd be easier to determine exactly what line is causing issues. That said, your code doesn't look incorrect apart from defining your sound transform twice. Try this:
var mySound:Sound = new Sound();
var myChannel:SoundChannel = new SoundChannel();
var myTransform = new SoundTransform();
myChannel.soundTransform = myTransform;
var lastPosition:Number = 0;
var song;
song1.addEventListener(MouseEvent.CLICK,songHandler);
song2.addEventListener(MouseEvent.CLICK,songHandler);
btnStop.addEventListener(MouseEvent.CLICK,onClickStop);
btnPlay.addEventListener(MouseEvent.CLICK,onClickPlay);
function songHandler(e:MouseEvent):void {
switch (e.currentTarget.name) {
case "song1":
songSelect("<filenameofthe1stsong>")
break;
case "song2":
songSelect("<filenameofthe2ndsong>")
break;
}
}
function songSelect(songPath:String):void {
mySound.load(new URLRequest(songPath));
myChannel.soundTransform.volume = 0.5;
lastPosition = 0;
trace("Loading " + songPath);
}
function onClickStop(e:MouseEvent):void {
lastPosition = myChannel.position;
myChannel.stop();
}
function onClickPlay(e:MouseEvent):void {
myChannel = mySound.play(lastPosition);
myChannel.soundTransform = myTransform();
}