Text stops showing unless not playing - actionscript-3

So i finally got my flash application to work and have it running on a website but after a while the dynamic text stops showing up in the fields. The file is set to loop every 5 seconds and it is supposed to update to show the staff on air and what is currently playing. Link to the website is http://mischieffm.com/
var xmlData:XML = new XML();
var header:URLRequestHeader = new URLRequestHeader("pragma", "no-cache");
var theURL_ur:URLRequest = new URLRequest ("/stream/shout.xml?rnd=" + Math.random());
var loader_ul:URLLoader = new URLLoader(theURL_ur);
loader_ul.addEventListener("complete", fileLoaded);
function fileLoaded(e:Event):void
{
xmlData = XML(loader_ul.data);
show_txt.text = xmlData.SERVERTITLE;
song_txt.text = xmlData.SONGTITLE;
}
This is all done in cs6 flash pro and actionscript 3

Try this:
function fileLoaded(e:Event):void
{
loader_ul.removeEventListener("complete", fileLoaded);
xmlData = new XML(loader_ul.data);
if (xmlData.SONGTITLE && xmlData.SERVERTITLE)
{
show_txt.text = xmlData.SERVERTITLE;
song_txt.text = xmlData.SONGTITLE;
}
else
{
show_txt.text = "Untitled artist";
song_txt.text = "Untitled song";
}
}
Note: In order to prevent memory leaks, always call removeEventListener("someEvent", someMethod); after your event gets dispatched. There are some exclusions, but generally you should do it all the time.

Related

I am looking for a simple solution to loading a new/different mp3 sound file upon clicking a thumbnail using my existing code below

This seems simple enough, I just can't crack it though.
currently, in the below code. its a UILoader with a series of thumbnail mc's horizontally across the bottom of the FLA. when the thumbs are clicked and new SWF loads in the UI.
I am simply looking for the error of my ways, hopefully by simply added to this code and a possible explanation. I need to figure out how to play/stop on exit and new mp3 sound file.
UILoader
With movieClips used for thumbnail loads
var imagesXML:XML;
var xmlLoader: URLLoader = new URLLoader();
xmlLoader.load(new URLRequest("lessons/images/Images5.xml"));
/////////////////////////////////////////////////////////////
//////////// thumbnail loader /////////////////////////
function xmlLoaded(evt:Event):void
{
imagesXML = new XML(xmlloader.data);
var thumbLoader:UILoader;
for(var i:uint = 0; i < imagesXML.image.length(); i++)
{
thumbLoader UILoader(getChildByName("thumb" + 1));
thumbLoader.load(new URLRequest("lessons/images/thumbs/" + imagesXML.image[i].#file));
thumbLoader.buttonmode = true;
thumbLoader.addEventListener(MouseEvent.CLICK, thumbClicked);
var fullPath:String = "lessons/images/file-1.swf";
mainLoader.load(new URLRequest(fullpath));
}
}
/////////////////////////////////////////////////////////////
//////////////// load Images /////////////////////////////
function thumbClicked(evt:MouseEvent):void
{
var thumbName:String = evt.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "lessons/images/" + imagesXML. image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
}
you can try to use this library https://github.com/treefortress/SoundAS
or try to google "Sound manager for as3" and I sure you will find library you like
Declare sound object outside of functions so it is available to all functions
var mySound:Sound;
var myChannel:SoundChannel;
function thumbClicked(evt:MouseEvent):void
{
var thumbName:String = evt.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "lessons/images/" + imagesXML. image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
//stop any already playing sound
if ( myChannel != null) { myChannel.stop(); }
//load an MP3 file
mySound = new Sound(); mychannel = new SoundChannel();
mySound.load(new URLRequest("myAudio.mp3"));
mySound.play();
}

Play two videos simultaneously with sync in AS3

I am busy with a project where two videos have to play on top of each other.
Like the one in the following site, http://kindnessday.sg/home#/kindness/home
Because of the large filesize I cannot embed the videos in the swf. It will become too large. Therefore the video's must be loaded thro' webstream link. But First video plays before the second video and causing the videos unsynced.
Is there a way to play both video at the same time?
var stream = 'http://mydomain/clip1.mp4'
var stream1 = 'https://mydomain/clip2.mp4'
var http_stream:URLStream = null
var http_stream1:URLStream = null
var video:Video = new Video() // the video is used only to ensure that stream is playing
var video1:Video = new Video() // the video is used only to ensure that stream is playing
addChild(video1)
addChild(video)
var nc:NetConnection = new NetConnection()
nc.connect(null)
var ns:NetStream = new NetStream(nc)
ns.client = new Object()
ns.client.onMetaData = function(e){}
ns.play(null)
var ns1:NetStream = new NetStream(nc)
ns1.client = new Object()
ns1.client.onMetaData = function(e){}
ns1.play(null)
video.attachNetStream(ns)
video1.attachNetStream(ns1)
http_stream = new URLStream();
http_stream.addEventListener(ProgressEvent.PROGRESS, on_Progress)
http_stream.load(new URLRequest(stream))
http_stream1 = new URLStream();
//http_stream1.addEventListener(ProgressEvent.PROGRESS, on_Progress1)
http_stream1.load(new URLRequest(stream1))
function on_Progress(e:ProgressEvent):void {
var b:ByteArray = new ByteArray()
http_stream.readBytes(b, 0, http_stream.bytesAvailable)
ns.appendBytes(b)
var b1:ByteArray = new ByteArray()
http_stream1.readBytes(b1, 0, http_stream1.bytesAvailable)
ns1.appendBytes(b1)
if (ns.appendBytes(b)==ns1.appendBytes(b1)){
ns.play(stream);
ns1.play(stream1);
}
}
why not not check how much of each video has loaded and when you have enough amount (you decide) then you can run some function to play both netstreams...
var min_amount : int = 500000; //for 500 kb minimum
var check_if_ready : Boolean = true;
Also on progressEvent function of loading (URLloader or URLstream???)..
if ( check_if_ready == true )
{
if( myA_NetStream.bytesLoaded >= min_amount && myB_NetStream.bytesLoaded >= min_amount )
{
myA_NetStream.play(); myB_NetStream.play();
//reset since not needed on further progressEvents during this load
check_if_ready = false;
}
}
}
This should only play when both videos have loaded x-amount of bytes. Therefore you can be sure none starts before another)
For better synchronization control you should get into handling bytes in Flash/AS3 and using the AppendBytes method because then you can control playback on a frame-by-frame basis for both NetStreams.

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();
}

AS3 - XML Playlist with Single-Track Looping

So this one has me stumped. My plan for my website is to have music tracks pulled from an XML file which act as the background music for the various .swfs loaded by the menu buttons. I.e. hit 'Home', and it takes you back to the home .swf and plays the appropriate music. I want to do this through XML rather than attaching the music directly to the .swf to cut down on load time (syncing isn't a concern), as I can't seem to retain audio quality without bulking up the .swf significantly.
I'm encountering two problems: one is that with the current code, the music only plays once, and doesn't loop. The other is that I want the functionality to play one song as an intro, and then continue to loop another. I.e., hit the home button, intro plays, followed by the looping section, and never returns to the intro unless you hit home again. I can't seem to figure out how to manage either of these things short of creating a unique function for every single button.
Here's the code I'm using:
var my_songs:XMLList;
var my_total:Number;
var my_sound:Sound;
var my_channel:SoundChannel;
var current_song:Number;
var myXMLLoader:URLLoader = new URLLoader();
myXMLLoader.load(new URLRequest("playlist.xml"));
myXMLLoader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void {
var myXML:XML = new XML(e.target.data);
my_songs = myXML.SONG;
my_total = my_songs.length();
//playSong(0);
myXMLLoader.removeEventListener(Event.COMPLETE, processXML);
myXMLLoader = null;
}
function playSong(mySong:Number):void {
var myURL = my_songs[mySong].#URL;
if (my_channel) {
my_channel.stop();
my_channel.removeEventListener(Event.SOUND_COMPLETE, playSong);
}
my_sound = new Sound();
my_sound.load(new URLRequest(myURL));
my_channel = my_sound.play();
my_channel.addEventListener(Event.SOUND_COMPLETE, playSong);
}
test_btn.addEventListener(MouseEvent.CLICK, onPlay);
function onPlay(e:MouseEvent):void {
playSong(0);
}
Thanks in advance for any help you can give!
YourSongstarting(0,999); // how ever you call to play the song
This above will repeat song forever. I suggest you stream the audio file as this will load the song quicker, then you can keep the songs in memory.you can still use xml or any other external textfile for the audio tracks locations or directly in flash/class files if this site is concrete.
any events you wold like to control simply compare the "Buffer" value out of 100%.Look up streaming audio as3 there are plenty of tutorials with source code if need be let me know i can give you an example.
You were close
var my_songs:XMLList;
var my_total:Number;
var my_sound:Sound;
var my_channel:SoundChannel;
var current_song:Number;
var myXMLLoader:URLLoader = new URLLoader();
myXMLLoader.load(new URLRequest("playlist.xml"));
myXMLLoader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void {
var myXML:XML = new XML(e.target.data);
my_songs = myXML.SONG;
my_total = my_songs.length();
playSong(0);
myXMLLoader.removeEventListener(Event.COMPLETE, processXML);
myXMLLoader = null;
}
function playSong(e:Event):void {
if( current_song > my_total )
current_song = 0;
var myURL = my_songs[current_song++].#URL;
if (my_channel) {
my_channel.stop();
my_channel.removeEventListener(Event.SOUND_COMPLETE, playSong);
}
my_sound = new Sound();
my_sound.load(new URLRequest(myURL));
my_channel = my_sound.play();
my_channel.addEventListener(Event.SOUND_COMPLETE, playSong);
}
test_btn.addEventListener(MouseEvent.CLICK, onPlay);
function onPlay(e:MouseEvent):void {
playSong(e);
}

detect event from SWFElement in OSMF

I use OSMF's SWFElement for my project to load SWF file in to main Application but the main app can't detect event from child SWF at all, tried to search around but not found any solution
CODE in the Main App
mediaPlayerSprite = new MediaPlayerSprite();
var swfElement:SWFElement = new SWFElement();
swfElement.resource = new URLResource("file:///C:/Users/user/document/OXO/SWF/sampleswfanimation.swf");
// this one not work
swfElement.addEventListener('animationEnd',onSWFEnd );
//this one not work
var loadTrait:LoadTrait = mediaElement.getTrait(MediaTraitType.LOAD) as LoadTrait;
loadTrait.addEventListener('animationEnd',onSWFEnd );
//this one not work too
var displayTrait:DisplayObjectTrait = mediaElement.getTrait(MediaTraitType.DISPLAY_OBJECT) as DisplayObjectTrait;
displayTrait.addEventListener('animationEnd',onSWFEnd );
displayTrait.displayObject.addEventListener('animationEnd',onSWFEnd );
addChild(mediaPlayerSprite);
mediaPlayerSprite.media = swfElement;
CODE in the Child Flash SWF using Flash CS3 add code in The FLASH TimeLine
this.dispatchEvent(new Event('animationEnd') );
I came up with the following solution.I'm not sure if there are better ways but but it works fine.
mediaPlayerSprite = new
MediaPlayerSprite();
var swfElement:SWFElement = new SWFElement();
swfElement.resource = new URLResource("file:///C:/Users/user/document/OXO/SWF/sampleswfanimation.swf");
swfElement.addEventListener(MediaElementEvent.TRAIT_ADD,onTraitAdd);
function onTraitAdd(evt:MediaElement):void
{
if(evt.traitType == "displayObject")
{
var swf:SWFElement = evt.currentTarget as SWFElement;
var displayTrait:DisplayObjectTrait = swf.getTrait( MediaTraitType.DISPLAY_OBJECT ) as DisplayObjectTrait;
var loader:Loader = Loader(displayTrait.displayObject);
loader.content.addEventListener( 'animationEnd',onSWFEnd );
}
}