I have several video files playing on the stage. I've converted them into movieclips so that I can scale and drag them by clicking. The problem is that I cannot loop them.
Then I tried to make them as SWF playback object's but after that my code wasn't working with them.
Next step was to make them Embedded video objects so that they loop automatically and the code is working. After that there appeared a problem that the objects are duplicating at some point.
Here's the original code as the videos are movieclips.
var allDraggables:Array = new Array();
var mouseHold = false;
stage.addEventListener(MouseEvent.MOUSE_UP, mUp);
function mUp(MouseEvent)
{
mouseHold = false;
}
function draggableObject(mc)
{
var mouseOnThisObject = false;
allDraggables.push(mc);
mc.addEventListener(Event.ENTER_FRAME, drag);
mc.addEventListener(MouseEvent.MOUSE_DOWN, mDown);
function mDown(MouseEvent)
{
mouseHold = true;
mouseOnThisObject = true;
}
function drag(MouseEvent)
{
if (mouseHold == true && mouseOnThisObject == true)
{
mc.addEventListener(Event.ENTER_FRAME, dragger);
}
if (mouseHold == false)
{
mc.removeEventListener(Event.ENTER_FRAME, dragger);
mouseOnThisObject = false;
}
}
mc.doubleClickEnabled = true;
mc.addEventListener(MouseEvent.DOUBLE_CLICK, scaleMe);
function scaleMe(e:MouseEvent)
{
if (e.target.scaleX < 2)
{
e.target.scaleX= e.target.scaleY = 2;
}
else (e.target.scaleX= e.target.scaleY = 1);
}
function dragger(Event)
{
mc.x+=(mouseX-mc.x)/3;
mc.y+=(mouseY-mc.y)/3;
for (var i:int=0; i<allDraggables.length; i++){
if(mc.hitTestObject(allDraggables[i]) && getChildIndex(allDraggables[i]) > getChildIndex(mc)){
swapChildren(allDraggables[i], mc)
}
}
}
}
draggableObject(green);
draggableObject(red);
draggableObject(video1);
draggableObject(video2);
draggableObject(video3);
Well it's hard to tell what you've tried exactly, since you haven't provided any code (yet)..
However, from the top of my head, I think this will work:
if(videoMC1.currentFrame == 250) { //put the number of the last frame of the movieclip in place of 250
loopMC();
}
function loopMC() {
videoMC1.stop();
videoMC1.gotoAndPlay(1);
}
What you do here is simple; you check the current frame that is passed/playing and when it reaches the desired number (in your case most likely the last frame) it calls a function that resets and plays the video.
I found some old code I once used in a project, maybe you could try this. In my flash app it worked, although I didn't put the video into a movieclip.
import flash.media.Video;
import flash.net.NetConnection;
import flash.net.NetStream;
import flash.events.NetStatusEvent;
var nc:NetConnection = new NetConnection();
nc.connect(null);
ns = new NetStream(nc);
ns.bufferTime = 10;
var vid:Video = new Video(1024,640);
vid.attachNetStream(ns);
addChild(vid);
ns.addEventListener(NetStatusEvent.NET_STATUS, ns_onPlayStatus)
function ns_onPlayStatus(event:NetStatusEvent):void {//loop video
if(event.info.code == "NetStream.Play.Stop") {
ns.seek(0);
}
}
Related
I have 4 Movieclips in timeline.these movieclips have inner animation. they are classically tween in timeline. I have to stop and play these four movieclips at a time by play/pause button. Noted that, I have used the following code for that purposes.
It can stop only one MovieClip which is in the upper layer, and the rest 3 Movieclips can't be stopped by play/ pause button. (I have tried all movie clips are in same instance name and also tried with different instance).
Here is my code:
import flash.events.MouseEvent;
var Playing: Boolean = false;
var lastPosition: Number = 0;
play_btn.addEventListener(MouseEvent.CLICK, onPlayClick);
pause_btn.addEventListener(MouseEvent.CLICK, onPauseClick);
function onPlayClick(event: MouseEvent):void {
if (Playing == false) {
Playing = true;
first_sl.play();
this.play();
}
}
function onPauseClick(event: MouseEvent):void {
Playing = false;
lastPosition = this.position;
first_sl.stop();
this.stop();
}
You can try like when you are stopping main timeline with stage.stop(); also use mc.stop(); ect. and when u play them use stage.play(); also mc.play();
import flash.events.MouseEvent;
var Playing: Boolean = false;
var lastPosition: Number = 0;
play_btn.addEventListener(MouseEvent.CLICK, onPlayClick);
pause_btn.addEventListener(MouseEvent.CLICK, onPauseClick);
function onPlayClick(event: MouseEvent):void {
if (Playing == false) {
Playing = true;
mc.play();
mc2.play();// other 2 mc's too
stage.play();
}
}
function onPauseClick(event: MouseEvent):void {
Playing = false;
lastPosition = this.position;
mc.stop();
mc2.stop(); // other mc's
stage.stop();
}
And if you are using last position for timeline also use it for mc's so it will be sync..
hope this on help tho :)
To stop the main timeline you can use stop() or MovieClip(root).stop() and to play it again, you can use play() or MovieClip(root).play() :
var playing: Boolean = false;
btn_play.addEventListener(MouseEvent.CLICK, onPlayClick);
btn_pause.addEventListener(MouseEvent.CLICK, onPauseClick);
function onPlayClick(event: MouseEvent):void
{
if (!playing) {
play(); // you can also use : MovieClip(root).play();
mc1.play();
mc2.play();
mc3.play();
mc4.play();
playing = true;
}
}
function onPauseClick(event: MouseEvent):void
{
if (playing) {
stop(); // you can also use : MovieClip(root).stop();
mc1.stop();
mc2.stop();
mc3.stop();
mc4.stop();
playing = false;
}
}
Hope that can help.
I am currently undertaking a final exam based on the presentation of an offline portfolio and I need to make a preloader, where when the process of loading is 25% of total bytes, to play a sound that is imported into the library. I've tried several ways and can’t do it.
I'll leave you the code for my preloader.
//(also this code is a mouse loader in text form)
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS,checkingProgress);
function checkingProgress(event:ProgressEvent):void{
var procentLoaded:Number = event.bytesLoaded/event.bytesTotal*100;
ptxt.text=int(procentLoaded)+"%";
if(procentLoaded == 100){
this.gotoAndPlay(1,"Video-Int");
}
}
stage.addChild(ptxt);
ptxt.mouseEnabled = false;
ptxt.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
function fl_CustomMouseCursor(event:Event) {
ptxt.x = stage.mouseX;
ptxt.y = stage.mouseY;
}
Mouse.hide();
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(e:Event):void {
var total:Number = this.stage.loaderInfo.bytesTotal;
var loaded:Number = this.stage.loaderInfo.bytesLoaded;
prel.scaleX = loaded/total;
if (total == loaded){
play();
this.removeEventListener(Event.ENTER_FRAME, loading);
}
}
You need to make the sound file in your library available for actionscript.
Give it a Class name ex. MySound
...
var mysound:MySound = new MySound();
var soundPLaying:Boolean = false;
function checkingProgress(event:ProgressEvent):void{
var procentLoaded:Number = event.bytesLoaded/event.bytesTotal*100;
ptxt.text= procentLoaded +"%";
if(procentLoaded > 25 && !soundPlaying){ //check if loaded mor then 25% and sound isn't playing
mysound.play();
soundPlaying = true;
}
if(procentLoaded == 100){
this.gotoAndPlay(1,"Video-Int");
}
}
...
if you need to do some extra stuff like pause, change volume etc you will need a SoundChannel Object
I have 25 movie clips on stage and they all can be clicked and colored. I want a movie clip named text_mc to became visible if only 5 specific buttons from those are clicked and colored - not more. If the user choose more than those five movie clips (even thought that 5 movie clips are included) then the movie clip named text_mc should stay invisible. I can' t do the last part: if more than those 5 specific movie clips are clicked then the text_mc should stay invisible. Can you please help me? This is my code
stop();
import flash.display.MovieClip;
var sximata:MovieClip = square1;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
text_mc.visible=false;
square1.addEventListener(MouseEvent.CLICK, onsquare1);
function onsquare1(e:MouseEvent):void {
sximata = square1;
}
square2.addEventListener(MouseEvent.CLICK, onsquare2);
function onsquare2(e:MouseEvent):void {
sximata = square2;
}
square3.addEventListener(MouseEvent.CLICK, onsquare3);
function onsquare3(e:MouseEvent):void {
sximata = square3;
}
square4.addEventListener(MouseEvent.CLICK, onsquare4);
function onsquare4(e:MouseEvent):void {
sximata = square4;
}
square5.addEventListener(MouseEvent.CLICK, onsquare5);
function onsquare5(e:MouseEvent):void {
sximata = square5;
}
square6.addEventListener(MouseEvent.CLICK, onsquare6);
function onsquare6(e:MouseEvent):void {
sximata = square6;
}
square7.addEventListener(MouseEvent.CLICK, onsquare7);
function onsquare7(e:MouseEvent):void {
sximata = square7;
}
square8.addEventListener(MouseEvent.CLICK, onsquare8);
function onsquare8(e:MouseEvent):void {
sximata = square8;
square8Clicked = true;
checkButtons();
}
square9.addEventListener(MouseEvent.CLICK, onsquare9);
function onsquare9(e:MouseEvent):void {
sximata = square9;
square9Clicked = true;
checkButtons();
}
square10.addEventListener(MouseEvent.CLICK, onsquare10);
function onsquare10(e:MouseEvent):void {
sximata = square10;
square10Clicked = true;
checkButtons();
}
square11.addEventListener(MouseEvent.CLICK, onsquare11);
function onsquare11(e:MouseEvent):void {
sximata = square11;
}
square12.addEventListener(MouseEvent.CLICK, onsquare12);
function onsquare12(e:MouseEvent):void {
sximata = square12;
}
square13.addEventListener(MouseEvent.CLICK, onsquare13);
function onsquare13(e:MouseEvent):void {
sximata = square13;
square13Clicked = true;
checkButtons();
}
square14.addEventListener(MouseEvent.CLICK, onsquare14);
function onsquare14(e:MouseEvent):void {
sximata = square14;
square14Clicked = true;
checkButtons();
}
square15.addEventListener(MouseEvent.CLICK, onsquare15);
function onsquare15(e:MouseEvent):void {
sximata = square15;
}
square16.addEventListener(MouseEvent.CLICK, onsquare16);
function onsquare16(e:MouseEvent):void {
sximata = square16;
}
square17.addEventListener(MouseEvent.CLICK, onsquare17);
function onsquare17(e:MouseEvent):void {
sximata = square17;
}
square18.addEventListener(MouseEvent.CLICK, onsquare18);
function onsquare18(e:MouseEvent):void {
sximata = square18;
}
square19.addEventListener(MouseEvent.CLICK, onsquare19);
function onsquare19(e:MouseEvent):void {
sximata = square19;
}
square20.addEventListener(MouseEvent.CLICK, onsquare20);
function onsquare20(e:MouseEvent):void {
sximata = square20;
}
square21.addEventListener(MouseEvent.CLICK, onsquare21);
function onsquare21(e:MouseEvent):void {
sximata = square21;
}
square22.addEventListener(MouseEvent.CLICK, onsquare22);
function onsquare22(e:MouseEvent):void {
sximata = square22;
}
square23.addEventListener(MouseEvent.CLICK, onsquare23);
function onsquare23(e:MouseEvent):void {
sximata = square23;
}
square24.addEventListener(MouseEvent.CLICK, onsquare24);
function onsquare24(e:MouseEvent):void {
sximata = square24;
}
square25.addEventListener(MouseEvent.CLICK, onsquare25);
function onsquare25(e:MouseEvent):void {
sximata = square25;
}
var myColorTransform:ColorTransform=transform.colorTransform;
red_btn.addEventListener(MouseEvent.CLICK, changeColour);
function changeColour(event:MouseEvent):void {
myColorTransform.color=0xBD8D46;
sximata.transform.colorTransform=myColorTransform;
}
resetButton.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler);
function fl_MouseClickHandler(event:MouseEvent):void
{
gotoAndPlay(1);
}
var square8Clicked:Boolean = false;
var square9Clicked:Boolean = false;
var square10Clicked:Boolean = false;
var square13Clicked:Boolean = false;
var square14Clicked:Boolean = false;
function checkButtons():void
{
if(square8Clicked && square9Clicked && square10Clicked && square13Clicked && square14Clicked)
{
text_mc.visible = true;
}
}
You could add a boolean variable to each of the other functions that turns to true if any of the other squares are clicked. For example:
var isClicked:Boolean = false;
square1.addEventListener(MouseEvent.CLICK, onsquare1);
function onsquare1(e:MouseEvent):void {
sximata = square1;
isClicked = true;
}
And then in your check buttons function, check to see if "isClicked" is still false:
function checkButtons():void
{
if(!isClicked && square8Clicked && square9Clicked && square10Clicked && square13Clicked && square14Clicked)
{
text_mc.visible = true;
}
}
My solution is below. It's based on counting the number of clicks received by each type of MovieClip the user can click on.The relevant parts of the code would be in the onClick() and checkClickCounts() methods.
First, you'll see that in the buildMCs() method I simply create a bunch of MovieClips and place them on the stage in a grid. I've made it so that the "specific" MCs that you mention are the first items on each row of the grid. To each of these "specific" MCs, I've added a property: isSpecial:Boolean and set it to true. Later, when a MC is clicked, the OnClick() method will check to see if the MC was special or not, and will increment the relevant click count property. Then, checkClickCounts() is called. If 5 good clicks and 0 bad clicks are counted up, then we let the user know. This is where you'd display your textfield. (In my case, I just draw a big red rectangle on the screen.
Another suggestion I demo here is to avoid repeating your mouse click code. If you look in the constructor, you'll see that I used this line:
this.addEventListener(MouseEvent.CLICK, onClick);
This tells the main stage sprite to listen to all mouse clicks, even the ones that happen to MovieClips inside of it. In the onClick() method I check to see if the item clicked - the target of the event - was a MovieClip. If it was, then I do the additional checking to see if the MC clicked was one that I wanted. By doing this, I was able to write the code for handling the mouse clicks once, and now if I need to change something, I only have to do it one time, rather than 25 times. Saves me time, but also makes the code less error-prone because I'm less likely to miss something if there's a change that needs to be made.
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Clicky extends Sprite
{
public function Clicky()
{
this.buildMCs();
this.addEventListener(MouseEvent.CLICK, onClick);
}
private function buildMCs ():void
{
var rows:int = 5;
var cols:int = 5;
var boxSize:int = 10;
for (var r:int = 0; r < rows; r++)
{
for (var c:int = 0; c < cols; c++)
{
var newMC:MovieClip = new MovieClip();
newMC.graphics.lineStyle(0, 0x00ff00);
// want to mark the "specific" movieclips
if (c == 0)
{
newMC.graphics.beginFill(0x0000ff);
// just something that makes this MC unique... ideally
// this would be not a MovieClip, but a class that defines
// actual properties worth checking for
newMC.isSpecial = true;
}
else
{
newMC.graphics.beginFill(0x00ff00);
}
newMC.graphics.drawRect(0, 0, boxSize, boxSize);
this.addChild(newMC);
newMC.x = (c * boxSize);
newMC.y = (r * boxSize);
}
}
}
private function onClick (e:MouseEvent):void
{
if (e.target is MovieClip)
{
var mc:MovieClip = e.target as MovieClip;
mc.alpha = .25;
// disable the clicking for the clicked item
mc.mouseEnabled = false;
if (mc.isSpecial)
{
_specialClicks++;
}
else
{
_badClicks++;
}
this.checkClickCounts();
}
}
private var _specialClicks:int = 0;
private var _badClicks:int = 0;
private function checkClickCounts ():void
{
if (_specialClicks == 5 && _badClicks == 0)
{
// do your thing - show the text_mc, play a sound, award a prize, etc.
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(0, 0, 1000, 1000);
}
}
}
}
Essentially, I have 6 balls, and when my showBalls() function runs, I want each ball (each are a movieclip) to run its animation and tween to the correct place. I want them to do it in order though. So 1 ball tweens, then the next, then the next and so on.
I've used a bunch of if statements because switch wouldn't work, but now it just keeps throwing me Error 1046 and telling me that "Event" was not found or not compile-time constant.
I can't see anyway around this and it's frustrating me.
Here's some code for you all. It's probably messy as hell and there'll be a much easier way to do this. But I'm pretty new to AS3 so I can't see any other way.
I have tried to find the answer on here and somebody told me to un-nest the functions. So I did. I've not had a problem with one nest but I tried two here and it didn't work. So I un-nested, but to no avail. If there is a way around this, i'd be grateful for guidance.
So yeah, first ball shown, tweens, once tween reaches final frame, it stops and the number associated with it shows. Repeat for following 6 balls.
function showNumbers()
{
var count:int = 0;
var showTimer:Timer = null;
showTimer = new Timer(3125,8);
showTimer.start();
showTimer.addEventListener(TimerEvent.TIMER, showBalls);
function showBalls(Event:TimerEvent)
{
ball1.addEventListener(Event.ENTER_FRAME, ball1stop);
ball2.addEventListener(Event.ENTER_FRAME, ball2stop);
ball3.addEventListener(Event.ENTER_FRAME, ball3stop);
ball4.addEventListener(Event.ENTER_FRAME, ball4stop);
ball5.addEventListener(Event.ENTER_FRAME, ball5stop);
ball5.addEventListener(Event.ENTER_FRAME, ball6stop);
bonusBall.addEventListener(Event.ENTER_FRAME, bonusBallstop);
function ball1stop(event:Event):void
{
if (currentFrame == stopFrame1)
{
ball1.stop();
programNumber1.text = drawnArray[0];
ball1.removeEventListener(Event.ENTER_FRAME, ball1stop);
}
}
function ball2stop(event:Event)
{
if (currentFrame == stopFrame2)
{
ball2.stop();
programNumber2.text = drawnArray[1];
ball2.removeEventListener(Event.ENTER_FRAME, ball2stop);
}
}
function ball3stop(event:Event)
{
if (currentFrame == stopFrame3)
{
ball3.stop();
programNumber3.text = drawnArray[2];
ball3.removeEventListener(Event.ENTER_FRAME, ball3stop);
}
}
function ball4stop(event:Event)
{
if (currentFrame == stopFrame4)
{
ball4.stop();
programNumber4.text = drawnArray[3];
ball4.removeEventListener(Event.ENTER_FRAME, ball4stop);
}
}
function ball5stop(event:Event)
{
if (currentFrame == stopFrame5)
{
ball5.stop();
programNumber5.text = drawnArray[4];
ball5.removeEventListener(Event.ENTER_FRAME, ball5stop);
}
}
function bonusBallstop(event:Event)
{
if (currentFrame == stopFrame7)
{
bonusBall.stop();
programBonusNumber.text = bonusArray[0];
bonusBall.removeEventListener(Event.ENTER_FRAME, bonusBallstop);
showTimer.stop();
fadeAndSort();
}
}
if (count==0)
{
ball1.visible = true;
ball1.play();
var stopFrame1:int = 75;
ball1stop();
}
else if (count==1)
{
ball2.visible = true;
ball2.addEventListener(Event.ENTER_FRAME, ball2stop);
ball2.play();
var stopFrame2:int = 75;
ball2stop();
}
else if (count==2)
{
ball3.visible = true;
ball3.addEventListener(Event.ENTER_FRAME, ball3stop);
ball3.play();
var stopFrame3:int = 75;
ball3stop();
}
else if (count==3)
{
ball4.visible = true;
ball4.addEventListener(Event.ENTER_FRAME, ball4stop);
ball4.play();
var stopFrame4:int = 75;
ball4stop();
}
else if (count==4)
{
ball5.visible = true;
ball5.addEventListener(Event.ENTER_FRAME, ball5stop);
ball5.play();
var stopFrame5:int = 75;
}
else if (count==5)
{
ball6.visible = true;
ball6.addEventListener(Event.ENTER_FRAME, ball6stop);
ball6.play();
var stopFrame6:int = 75;
ball6stop();
}
else if (count==6)
{
bonusBall.visible = true;
bonusBall.addEventListener(Event.ENTER_FRAME, bonusBallstop);
bonusBall.play();
var stopFrame7:int = 75;
bonusballstop();
}
}
count++;
mainArray[0] = userNumber1.text;
mainArray[1] = userNumber2.text;
mainArray[2] = userNumber3.text;
mainArray[3] = userNumber4.text;
mainArray[4] = userNumber5.text;
mainArray[5] = userNumber6.text;
}
I bet this is the event he has problem with:
event.ENTER_FRAME
and should be Event.ENTER_FRAME
also I've found this in your "code"
function showBalls(Event:TimerEvent)
You need to put this line at the top of your file so flash knows where to look for the Event Class
You'll also need one for Timer, TimerEvent
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
This is so weird, this post wont let me start the sentence with hello hi or howdy maybe cache issue, anyways, hello, i'm very very new to AS3 so my knowledge is limited, hoping you pros can take it easy on the new guy :).
I'm building a flash site with an animation that loops and i've added an mp3 song as background music, it's also set to loop and auto play. the problem is, that the song is longer than the animation, and when the animation goes back to frame 1, the song overlaps the one that's still playing. I'd like for the song to fully finish before it starts playing again. yeaaah there's probably a heap of code missing, but i got closer to what i want, just need your help to polish it a little.
here is the code so far
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.net.URLRequest;
//var codes
var AutoPlay:Boolean=true;
var isPlaying:Boolean=false;
var pausePosition:Number=0;
var myMusic:Sound=new Sound();
var soundFile:URLRequest=new URLRequest("Fluke.mp3");
myMusic.load(soundFile);
var channel:SoundChannel;
//if commands
if (AutoPlay==true) {
channel=myMusic.play(pausePosition);
isPlaying=true;
}
//pausebutton functions
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
function pauseSound(e:MouseEvent):void
{
if (isPlaying == false) {
channel = myMusic.play(pausePosition);
isPlaying =true;
}else{
pausePosition=channel.position;
channel.stop();
isPlaying=false;
}
}
//playbutton functions
play_btn.addEventListener(MouseEvent.CLICK,playMus ic);
function playMusic(event:MouseEvent):void
{ if (isPlaying== false) {
channel=myMusic.play(pausePosition);
isPlaying=true;
}
}
THIS is the full working code thanks to Josha, with an .addEventListener that i added so that the song would loop after its finished playing.
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.net.URLRequest;
//var codes
var AutoPlay:Boolean=true;
var isPlaying:Boolean;
var pausePosition:Number;
var myMusic:Sound;
var soundFile:URLRequest;
var channel:SoundChannel;
// only create music and register event listeners one time
if (myMusic == null)
{
soundFile = new URLRequest("Fluke.mp3");
myMusic = new Sound();
myMusic.load(soundFile);
pausePosition = 0;
if (AutoPlay)
{
channel = myMusic.play(pausePosition);
isPlaying = true;
}
else
{
isPlaying = false;
}
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
play_btn.addEventListener(MouseEvent.CLICK, playMusic);
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
}
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
function onPlaybackComplete(event:Event) {
pausePosition = 0;
channel = myMusic.play(pausePosition);
isPlaying = true;
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
}
//playbutton functions
function pauseSound(e:MouseEvent):void
{
if (isPlaying == false) {
channel = myMusic.play(pausePosition);
isPlaying =true;
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
}else{
pausePosition=channel.position;
channel.stop();
isPlaying=false;
}
}
//playbutton functions
function playMusic(event:MouseEvent):void
{
if (isPlaying== false) {
channel=myMusic.play(pausePosition);
isPlaying=true;
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
}
}
I can not place comments yet, so have to use answer.
Are you placing your code in separate AS files; or is this code placed at the first frame of your animation?
If the latter is the case, that indeed you will get overlapping sounds. Since the actionscript code is executed every time the playhead returns to frame 1; creating a new Sound object and starting to play that sound.
A simple solution is to create a key frame at the last frame and add the following action script:
gotoAndPlay(2);
This will loop your animation from frame 2, skipping over the action script.
Another solution that might work (you would have to test it):
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.net.URLRequest;
//var codes
var AutoPlay:Boolean=true;
var isPlaying:Boolean;
var pausePosition:Number;
var myMusic:Sound;
var soundFile:URLRequest;
var channel:SoundChannel;
// only create music and register event listeners one time
if (myMusic == null)
{
soundFile = new URLRequest("Fluke.mp3");
myMusic = new Sound();
myMusic.load(soundFile);
pausePosition = 0;
if (AutoPlay)
{
channel = myMusic.play(pausePosition);
isPlaying = true;
}
else
{
isPlaying = false;
}
pause_btn.addEventListener(MouseEvent.CLICK, pauseSound);
play_btn.addEventListener(MouseEvent.CLICK, playMusic);
}
//playbutton functions
function pauseSound(e:MouseEvent):void
{
if (isPlaying == false) {
channel = myMusic.play(pausePosition);
isPlaying =true;
}else{
pausePosition=channel.position;
channel.stop();
isPlaying=false;
}
}
//playbutton functions
function playMusic(event:MouseEvent):void
{
if (isPlaying== false) {
channel=myMusic.play(pausePosition);
isPlaying=true;
}
}