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();
}
Related
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've been doing a soundplayer for my assignment.Came across some issues. No compile error neither runtime error is appearing and my sound player functions well but I can't hear the song playing.
var mySound:Sound = new Sound ();
var myURL:URLRequest = new URLRequest ("playList.xml");
var mySoundChannel:SoundChannel = new SoundChannel;
var playing:Boolean = true;
var resumeTime:Number = 0;
var loadedXML:XML;
var mySongs:XMLList;
var myTotal:Number;
var myXMLLoader:URLLoader = new URLLoader();
myXMLLoader.load(myURL);
myXMLLoader.addEventListener(Event.COMPLETE, processXML);
function processXML (e:Event):void {
loadedXML = XML(e.target.data);
mySongs = loadedXML.SONG;
myTotal = mySongs.length();
}
btnPlayPause.buttonMode =true;
btnStop.buttonMode =true;
btnPlayPause.addEventListener(MouseEvent.CLICK, playSound);
btnStop.addEventListener(MouseEvent.CLICK, stopSound);
function playSound(m:MouseEvent){
if(playing==true){
btnPlayPause.gotoAndStop("lbPause");
mySound.load(myURL);
mySoundChannel = mySound.play(resumeTime);
playing = false;
} else {
btnPlayPause.gotoAndStop("lbPlay");
resumeTime = mySoundChannel.position;
mySoundChannel.stop();
playing = true;
}
}
function stopSound (f:MouseEvent):void {
mySoundChannel.stop();
}
Help is appreciated very much.
It seems like you trying to play sound only if it already playing, while stoping sound if it is NOT playing:
function playSound(m:MouseEvent){
if(playing==true){
btnPlayPause.gotoAndStop("lbPause");
mySound.load(myURL);
mySoundChannel = mySound.play(resumeTime);
playing = false;
} else {
btnPlayPause.gotoAndStop("lbPlay");
resumeTime = mySoundChannel.position;
mySoundChannel.stop();
playing = true;
}
}
I see this code like this:
function playSound(){
if(playing){
mySound.play();
} else {
mySoundChannel.stop();
}
}
Maybe this is the root of problem
I have truly exhausted all my knowledge on this problem so I hope that my peers will be able to help me?
I am building a audio mixer that has five tracks with a volume slider and mute button per track. The reason for a mute button as opposed to a start/stop button per track is so that all the samples will be in sync regardless of when a sample is introduced.
The app has global start, stop and pause buttons which all function normally but I cannot get the volume slider and mute button to work in tandem on an individual sound channel.
The volume slider and the mute button will both work if I comment out the other function but when both are in play then only the volume slider works.
I'm guessing that there is a conflict because I have two separate variables using the soundTransform object/class but maybe you can shed some light on this conundrum?
Here is my code for one track... Any help appricated.
var mySound1:Sound1 = new Sound1();
var myChannel1:SoundChannel = new SoundChannel();
var volumeAdjust1:SoundTransform = new SoundTransform();
volumeAdjust1.volume = 0;
mute_btn1.stop();
mute_btn1.addEventListener(MouseEvent.CLICK,togglemute_btn1);
var Mute1:Boolean = false;
function togglemute_btn1(event:MouseEvent)
{
if (Mute1)
{
mute_btn1.gotoAndStop(1);
volumeAdjust1.volume = 1;
myChannel1.soundTransform = volumeAdjust1;
Mute1 = false;
}
else
{
mute_btn1.gotoAndStop(2)
volumeAdjust1.volume = 0;
myChannel1.soundTransform = volumeAdjust1;
Mute1 = true;
}
}
/*if the section below is commented out then the mute_btn1 works fine
otherwise the volume slider functions are dominent*/
var dragging1:Boolean = false;
var mySliderLength1:uint = 300;
var boundingBox1:Rectangle = new Rectangle(0,0,0,mySliderLength1);
slider_mc1.knob_mc1.addEventListener(MouseEvent.MOUSE_DOWN, dragKnob1);
stage.addEventListener(MouseEvent.MOUSE_UP, releaseKnob1);
slider_mc1.knob_mc1.buttonMode = true;
function dragKnob1(myEvent:Event):void
{
slider_mc1.knob_mc1.startDrag(false, boundingBox1);
dragging1 = true;
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
}
function releaseKnob1(myEvent:Event):void
{
if (dragging1)
{
slider_mc1.knob_mc1.stopDrag();
dragging1 = false;
}
}
function adjustVolume1(myEvent:Event):void
{
var myVolume1:Number = slider_mc1.knob_mc1.y / mySliderLength1;
var myTransform1:SoundTransform = new SoundTransform(myVolume1);
if (myChannel1!=null)
{
myChannel1.soundTransform = myTransform1;
}
}
You should check your Mute1 variable in that listener of yours, and if muted, then volume=0, otherwise volume is calculated. And indeed, do remove your enter frame listener at the point of stopDrag() call.
function dragKnob1(myEvent:Event):void
{
slider_mc1.knob_mc1.startDrag(false, boundingBox1);
dragging1 = true;
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
}
function releaseKnob1(myEvent:Event):void
{
if (dragging1)
{
slider_mc1.knob_mc1.stopDrag();
dragging1 = false;
slider_mc1.knob_mc1.removeEventListener(Event.ENTER_FRAME, adjustVolume1);
// ^ this line added
}
}
function adjustVolume1(myEvent:Event):void
{
if (Mute1) return;
// ^ and this line added
var myVolume1:Number = slider_mc1.knob_mc1.y / mySliderLength1;
var myTransform1:SoundTransform = new SoundTransform(myVolume1);
if (myChannel1!=null)
{
myChannel1.soundTransform = myTransform1;
}
}
I believe your issue is you keep adding the Enter_Frame listener every time the mouse is clicked but it never gets removed. So even after you let go of the knob the adjustVolume1 function is still getting called (which messes up anything the mute function call is doing on the frame after the mute toggle function is called).
So how I think I would deal with this given the current state is move the Enter_Frame listener addition outside of the dragKnob function and in the adjustVolume1 handler just check if dragging1 is true otherwise just return.
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
function dragKnob1(myEvent:Event):void
{
...
}
function adjustVolume1(myEvent:Event):void
{
if(!dragging1)
return;
...
}
I have this code to stream a mp3 file:
var isPlaying:Boolean;
var pausePoint:Number;
var soundChannel:SoundChannel = new SoundChannel();
var sound:Sound = new Sound( new URLRequest( 'mp3file.mp3' ) );
var volumeAdjust:SoundTransform = new SoundTransform();
soundChannel = sound.play();
isPlaying = true;
function clickPlayPause(evt:MouseEvent) {
if (isPlaying)
{
pausePoint = soundChannel.position;
soundChannel.stop();
//hide pause sign
control_mc.play_btn.pausee.alpha = 0;
//show play sign
control_mc.play_btn.playy.alpha = 1;
isPlaying = false;
} else {
soundChannel = sound.play(pausePoint);
isPlaying = true;
//hide play sign
control_mc.play_btn.playy.alpha = 0;
//show pause sign
control_mc.play_btn.pausee.alpha = 1;
}
}
function clickStop(evt:MouseEvent) {
if (isPlaying) {
soundChannel.stop();
isPlaying = false;
}
pausePoint = 0.00;
}
So as you can see, the code above also includes some event handling functions to handle my play/pause button. It all works, but it takes a good two seconds for the music to actually stop playing. It also takes a while to start back up again. Does anyone know why this is? And how I can fix it?
Thanks
Greensock tweener has the features to fade in and fade out the audio, that will help you to hide the lag while hearing the audio file.
Import the Greensock tweener and activate the plugins
import com.greensock.*;
import com.greensock.plugins.*;
TweenPlugin.activate([VolumePlugin]);
then
if(palying){
TweenLite.to(soundChannel, .5, {volume:0});
}else{
TweenLite.to(soundChannel, .5, {volume:1});
}
Greeting,
I I developed a website using flash with Actionscript 3.
I included a music as a background for the website and the music will loaded when the site loaded.
but the problem that when I click buttons to move between pages(frames) then go and click button_01 the music will play again so I will have music playing more than one time in the background
and the sound_btn will not work any more so even I click sound_btn the music will not stop.
the code I'm using is listed down.
Please advice me what I should modify to not allow the music play more than one time in the background while moving from one page(frame) to another.
Regards,
stop();
//number that is redefined when the pause button is hit
var pausePoint:Number = 0.00;
//a true or false value that is used to check whether the sound is currently playing
var isPlaying:Boolean;
//think of the soundchannel as a speaker system and the sound as an mp3 player
var soundChannel:SoundChannel = new SoundChannel();
var sound:Sound = new Sound(new URLRequest("music.mp3"));
//you should set the xstop and xplay values to match the instance names of your stop button and play/pause buttons
//mute_btn.addEventListener(MouseEvent.CLICK, clickStop);
sound_btn.addEventListener(MouseEvent.CLICK, clickPlayPause);
soundChannel = sound.play();
isPlaying = true;
myVideo.stop();
function clickPlayPause(evt:MouseEvent) {
if (isPlaying) {
pausePoint = soundChannel.position;
soundChannel.stop();
isPlaying = false;
} else {
soundChannel = sound.play(pausePoint);
isPlaying = true;
}
}
button_01.addEventListener(MouseEvent.CLICK, onClick1);
button_02.addEventListener(MouseEvent.CLICK, onClick2);
button_03.addEventListener(MouseEvent.CLICK, onClick3);
button_04.addEventListener(MouseEvent.CLICK, onClick4);
button_05.addEventListener(MouseEvent.CLICK, onClick5);
button_06.addEventListener(MouseEvent.CLICK, onClick6);
function onClick1(e:MouseEvent):void
{
gotoAndStop(1);
}
function onClick2(event:MouseEvent):void
{
gotoAndStop(2);
}
function onClick3(event:MouseEvent):void
{
gotoAndStop(3);
}
function onClick4(event:MouseEvent):void
{
gotoAndStop(4);
}
function onClick5(event:MouseEvent):void
{
gotoAndStop(5);
}
function onClick6(event:MouseEvent):void
{
gotoAndStop(6);
}
The problem is your code for the sound is initialized on the frame that you send the timeline to when clicking button_01. It will reinitialize each time you do that. Try initializing your sound code one frame earlier so that you do not land on that frame ever again once your page loads.
You also might find that wrapping your pages into movieclips, and using visible = true/false to change sections might be a better approach than advancing the timeline to change sections. That method would not result in the sound code reinitializing each time you changed sections. something like this:
function onClick1(e:MouseEvent):void
{
hideAll();
section_01.visible = true;
}
function onClick2(event:MouseEvent):void
{
hideAll();
section_02.visible = true;
}
function onClick3(event:MouseEvent):void
{
hideAll();
section_03.visible = true;
}
function onClick4(event:MouseEvent):void
{
hideAll();
section_04.visible = true;
}
function onClick5(event:MouseEvent):void
{
hideAll();
section_05.visible = true;
}
function onClick6(event:MouseEvent):void
{
hideAll();
section_06.visible = true;
}
function hideAll():void
{
section_01.visible = false;
section_02.visible = false;
section_03.visible = false;
section_04.visible = false;
section_05.visible = false;
section_06.visible = false;
}
If you wanted tweened transitions you could use a tweening class to handle the transitions by tweening the current section out in the hide function and then tweening the next section in in its respective onCLick function.