I have an air app for iOS that plays a continuous sound to the user and there are settings to allow the app to periodically vibrate if audio is playing (notify the user if their volume is down basically). The app is able to continue playing the audio in the background however the timer event which is just a simple setinterval doesn't continue or pause.
So for example, the user will start play back, 10 seconds the device will vibrate, 10 seconds later another vibrate etc. If the user puts the app into the background (goes to their home screen etc) the audio continues which is great, but then in say 30 seconds they return to my app, the device will vibrate 3 times as it seems to store the amount of intervals have passed.
I guess my questions are:
- Can I have the app vibrate while in the background too?
- Can I have the app pause the interval when app loses focus and resume when it gets focus back?
If neither of the above are possible I will just have to exit on suspend.
Thanks
You can pause the setInterval on Deactivate and resume it on ACTIVATE, for that you have to add two event listeners. And you can code for your setinterval in that section accordingly.
Event Listeners :
stage.addEventListener(Event.ACTIVATE, appActivateHandler);
stage.addEventListener(Event.DEACTIVATE, appDeactivateHandler);
in deactivate listener you have to set :
stage.focus = null;
try it, this can help you.
Related
So I'm trying to use the timer class in a Flash CC AS3 script.
When the SWF loads, it plays this looping video. When the user clicks the video, it goes to the next frame where there are 4 buttons which play movies, and a timer.
The timer is there so that if the user doesn't click after a few minutes (in this case a couple seconds) the SWF returns to frame 1 and plays the looping video, once again, until the user clicks.
After adding this to my COMPLETE and MOUSE_EVENT event listeners...
this(root).attractTimer.start();
when I click on the video, it removes it from stage and I'm again presented with the 4 buttons.
It's at that moment I need it to start the timer once again. If the timer runs out, it needs to gotoAndPlay(1).
I'm banging my head on the desk with this right now.
Looks like I got it working.
The buttons that fire off the video, I was using...
this(root).attractTimer.star();
I didn't need to use 'this'
instead I used
attractTimer.start();
I have a sound which is started with a loop method. When I temporarily exit the game by pressing the HOME button the game calls a pause method that pauses this sound. When I re-enter the current instance of the game the sound should not resume automatically because I do that in the click button event method of my Pause Menu; the problem is that it does resume automatically even though the resume method for this sound is not called. why does this happen? what am I missing?
This only happens on the phone not on desktop. If I click outside the DesktopLauncher window and then return to the game I don't hear the sound playing.
I am trying to figure out how to implement a pause screen on background. In my game scene I have a method called pauseGame. I set this up so that the user can click on pause button while playing and menu comes up asking them if they want to resume or go to main menu. Now when the phone goes into the background I want to also call this same function in my game scene so that it will show that menu so that when the user comes back to the app they will be able to resume instead of it automatically starting. I have googled for hours now and tried a few things but the only thing I am able to come up with is to call the directors pause() method from the app delegate. Which is what is happening any way but I need to call the pauseGame method of my game scene. Is there an event that I can listen for in the game scene or is there a way to call my pause from the appdelegate. I just cant seem to find an answer for this one.
App Delegate has this function, void AppDelegate::applicationDidEnterBackground(), which gets called every time app enters background.
You can access current scene by using this,
Director::getInstance()->getRunningScene(); cocos2d-x 3.0
CCDirector::sharedInstance()->getRunningScene(); cocos2d-x 2.x //Not entirely sure of the syntax, pls to check
After right typecasting and importing the appropriate header file, you can call required function from here.
Also,
AppDelegate also has, void AppDelegate::applicationWillEnterForeground(), which gets called every time app enters foreground.
I have made a simple game in flash. It includes a timer, falling objects and an object controlled by using swipe. So is there a way to stop every activity with the pause button and start it back again with the play button. Basically I want the whole stage to pause and play using buttons.
There is no way to do it automaticaly. You could base your entire game on a timer (even for animations and physics) and pause this timer. But this is a feature you have to think about during the very design of your game. Now I guess you just have to pause every movieclip, cancel your listeners to ENTER_FRAME and pause your timer.
Many game engines such as Flixel or FlashPunk include this feature
The way I do this in as3 is to run two timers, one that always runs at about 500ms and another that runs at framerate that varies with the speed of the game. Something like
public var speedControl:int = 15;
public var tick:Timer;
public function timers():void{
tick = new Timer(1000/speedControl);
tick.addEventListener(TimerEvent:TIMER,tickd);
tick.start();
}
public function tickd(t:TimerEvent):void{
// the timer has ticked
}
public function pause():void{
tick.stop();
}
public function play():void{
tick.start();
}
This is a basic example of course created on the fly, but you can call the pause or play button with a standard event listener. If your whole stage runs off of the timer, it will all stop. I use a second timer however that doesnt get stopped and started with the functions also. You really do want some things to run all the time.
If you wouldn't mind using the FP 11.8 Beta, it has that feature nativly to stop all movieclips recursively. Check it out here:
http://labs.adobe.com/technologies/flashruntimes/flashplayer/
I'm trying to create an EXE projector using flash 5.5 AS3 where I have a few videos (FLVs) to show (their location is right next to the exe file in the same directory) - each load in a different frame, and all of those videos should also have a full screen option to them. Those are original videos that people WILL want to watch in full screen. It's essential for the experience...
The problem(s) I currently have (after fixing the sound that didn't stop after going to a different video) are hard to describe, but I'll try really hard.
Ok, so when I click the full screen button on a video and watch it in full screen, I will eventually want to exit the full screen, so I click on the same icon at the bottom to exit full screen (or ESC button, it's the same) and then click the navigation button to go to the SECOND FLV's frame to watch the other video. After watching the second video in full screen and then exiting full screen, flash takes me to the FIRST video's frame and that is a big problem. Also, now the button that takes me BACK to the second video's frame won't work. It's like flash is stuck.
I use the Components --> FLVPlayback 2.5 from the componant menu (I don't really know AS3 programming) and I fix its properties in the component parameters.
Also, I don't think that any of the followings are the reason for the bug, but I use these 3 scripts to stop all sound when navigating away from one frame (with an FLVplayback) to
another frame with another FLVplayback:
MyFLV.stop();
SoundMixer.stopAll();
MyFLV.addEventListener(Event.REMOVED_FROM_STAGE,xyz);
function xyz(e:Event):void{
MyFLV.stop();
}
I've found these online where people asked help for the sound bug I described.
The third script was suppose to remove the FLVplayback from the stage before going to another frame, but it works only when NOT GETTING INTO FULL SCREEN. I need something that will COMPLETELY remove the previous video from the stage so after exiting the SECOND viewed video, flash won't take me to a video that from some reason is still in its memory. I have something like 30 videos in my project and I need to remove each and every one of them off of the stage before navigating to the next frame to open a new FLVPlayback.
I tried to add a link to a demo I made with the problem so you can look at it, but it triggered a "oops, something went wrong" error, probably anti spam mechanism...
I would recommend using only one frame and only one flvplayback instance. Otherwise you have to deal with weird bugs like the one you are getting (usually caused by misplaced or forgotten code). Of course, using only one frame requires using more code, but with the number of hard-fixes it looks like you were making for the bugs, you may end up with less code.
Don't worry, I'll walk you through everything!
Reasons to use code (as opposed to multiple frames):
Easier to keep track of:
Know where all your code is so you can easily find and fix any problems.
Make changes more easily
You want to switch an existing video? edit a file reference and you are done.
Want to add a video? no more dragging a new flvplayback instance onto a new frame just add some very simple code and a button and you're done.
More customization
Reasons to use multiple frames (and multiple flvplayback instances):
easier to place visually
Some people find it easier when they have an actual movieclip that they can visually place on the stage
Less code
Here we go:
//import flv library
import fl.video.*;
This allows you to use ActionScript to manipulate the flv player
//video playback code-----------------------//
var myVideo:FLVPlayback = new FLVPlayback();
this creates an instance of FLVPlayback called myVideo (referenced from now on in the code as myVideo)
this next chunk shows many of the customizable features of the flv player. It is not necessary to include them.
//places the video player on stage at x,y
myVideo.x = 115;
myVideo.y = -10;
//uses SkinOverPlayFullscreen.swf for controls
myVideo.skin = "SkinOverPlayFullscreen.swf";
//color of controls
myVideo.skinBackgroundColor = 0x333333;
//hide controls and time it takes controls to fade and reappear (milliseconds)
myVideo.skinAutoHide=true;
myVideo.skinFadeTime=300;
//add the player to the stage
addChild(myVideo);
And now comes the important part. I have made buttons and added them to the stage. I gave each of the buttons a different instance name (box1_btn, box2_btn, and box3_btn). When someone clicks on a button, an "event" will occur.
//button listener code-------------------------//
//when button 1 is clicked throw button 1 event
box1_btn.addEventListener(MouseEvent.CLICK, clicked1);
//when button 2 is clicked throw button 2 event
box2_btn.addEventListener(MouseEvent.CLICK, clicked2);
//when button 3 is clicked throw button 3 event
box3_btn.addEventListener(MouseEvent.CLICK, clicked3);
//play different videos for different buttons---------//
//when button 1 event is thrown
function clicked1($e:MouseEvent):void
{
//play video 1.flv
myVideo.source = "1.flv";
}
//when button 2 event is thrown
function clicked2($e:MouseEvent):void
{
//play video 2.flv
myVideo.source = "2.flv";
}
//when button 3 event is thrown
function clicked3($e:MouseEvent):void
{
//play video 3.flv
myVideo.source = "3.flv";
}
This code will not have any sounds that keep playing because two videos cannot play at the same time in one instance of the player. Nor will it have any mess-ups when you come out of fullscreen because there is only one frame for the video to go back to.
Some possible problems you may run into:
It doesn't work at all:
Make sure you have added an instance of FLVPlayback to the library by adding an instance to the stage from the components menu (window>>components or ctrl+F7) and then deleting it from the stage (it should still appear in the library).
The playback buttons I want aren't showing up:
There is a great explanation of how to use As3 to manipulate FLVPlayback here:
http://www.republicofcode.com/tutorials/flash/as3flvplayback/
find the section about "Applying a Skin to the FLVPlayback Component" and follow it to use an adobe playback skin. If you want to make your own unique skin I would recommend opening and editing one of the pre-made skins. I found mine in
C:\Program Files (x86)\Adobe\Adobe Flash CS6\Common\Configuration\FLVPlayback Skins\FLA\ActionScript 3.0
I hope this helps!
Below would be simplest way to unload the FLVPlayback
removeChild(MyFLV);
it works fine for me
flvPlayBack.stop();
removeChild(flvPlayBack);
stops the sound and removes the playback.