Cross fading sounds after event in Flash CS5 - actionscript-3

I am looking to cross-fade two sound files after an event (such as a button press) in Flash CS5.
Ideally, the first sound loops round until a button press at which point a fade out will begin with sound 2 simultaneously fading in. I have a pretty limited understanding of actionscript 3 .
Thanks for your help :)

In order to achieve this effect you will need to use two soundChannels. Since your using cs5 I am assuming your are looping your first sound file like so (and if not you should be):
var sc1:SoundChannel = myFirstSound.play(0, 999);
now when the event is called (button is clicked) you will want to decrease the volume of the first sound file and increase the volume of the second sound file. To do this you can use the soundTransform property on your soundChannels. this would be an example of decreasing the volume.
sc1.soundTransform = new SoundTransform(sc1.soundTransform.volume - .1, 0);
you would decrease the volume of the first sound file like this in an enterframe loop. also in this loop you would need to increase the volume of the second sound file:
var sc2:SoundChannel = mySecondSound.play(0, 999);
sc2.soundTransform = new SoundTransform(0, 0);
then inside the enterframe loop to increase the second sound it would be the same as above, but addition instead of subtraction:
sc2.soundTransform = new SoundTransform(sc2.soundTransform.volume + .1, 0);
the .1 in this case is how fast to fade the sound. you may have to play around with that. and once the first sound files volume hits zero you should remove it and end the loop. Anyways, I think this is enough information in order to complete your goal. good luck.

Related

Actionscript-3 looping issue--Adobe Animate CC

My employer decided they wanted me to start doing animation with Adobe's new "Animate CC" application. My issue is that I don't know how to loop my animation outside of the Adobe Animate environment. I am new to Adobe Animate CC and ActionScript, unfortunately, so I will probably need a relatively basic answer to understand why my solution isn't working. From what I can tell, my ActionScript code is being ignored by the IDE completely.
In the IDE and in the browser test command, the animation plays beyond frame 100, to the end, and then flashes a frame of white before repeating. I need it to loop without this white frame interrupting the screen, whether that be through a loop or some other means that I'm just not aware of.
For context: my project has about 100 layers of content and I'm unfamiliar with how this program works. I've thoroughly searched the web for tutorials on how to do what I need to do, but I've come up empty handed.
I have an actions layer among my motion tweens and other layers
https://gyazo.com/6e0b8502d98b6c9903bb96ac3a939bae
I've been trying to use gotoAndPlay(0) at frame 100 to start the animation over from the beginning.
https://gyazo.com/704ee7158bae6dfd149b6283cfa33451
Basically, how do I use Action-Script in Adobe Animate CC in order to infinitely loop my animation until closed?
Thanks everyone.
Your flicker may be a result of having an extra blank keyframe on one of your layers.
Assuming that you don't have any additional scripts to stop your animation (e.g. stop()), the Timeline should loop automatically whether your animation is inside a MovieClip or on the main Timeline. You shouldn't have to put any script on your timeline or in a separate AS file to make an animation loop. I would suggest this method.
Additionally, although you have the code specifying that you want it to go the first frame, it will ignore your call because the timeline is still playing and therefore the priority. One way you can combat this is by adding a stop(); function and a delay timer that contains your gotoAndPlay(0) function. This will take focus away from playing the Timeline and will allow you to execute your script. I wouldn't suggest this method because it seems a bit redundant.
However, if you're curious one way that you could approach this is shown below, simply add this script to the frame you want the animation to restart at.
//Stop the Timeline
stop();
//Create a delay timer for 5 miliseconds that is executed once
var timer:Timer = new Timer(5,1);
//Add an event listener that calls once the timer is complete
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timerHandler);
//Start the timer
timer.start();
//Timer handler that is called once the delay timer is complete
function timerHandler(event:TimerEvent){
//Go to and play the first frame
gotoAndPlay(0);
}

Flash AS3 | Looping sound for each animation set

with University done I've finally had time to go back to practicing my Flash work, and I need some help with getting sound to loop and change depending on what part of the animation is playing.
This is also partly a follow up question to an older one I asked, so look here to get more detail as to where I'm coming from if you don't understand! (I've solved that issue, the current one relates to following up on it!)
Flash AS3 | Finishing current animation set before code is executed
The situation is basic: I have two different scenes, one of a man walking and one of a man running. It loops seamlessly of the man walking until you hit a button, where it finishes the animation then starts looping the run animation. Likewise, hitting the button again, finishes the loop before going back to the looping walk animation. The code for the button is below.
import flash.events.MouseEvent;
Next2.addEventListener(MouseEvent.CLICK, Change_2);
function Change_2(event: MouseEvent): void
{
addEventListener(Event.ENTER_FRAME, enterFrame);
function enterFrame(e:Event):void {
if (currentFrame == 30) {
gotoAndPlay(31);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
}
My issue is trying to get a footstep sound to match up with these animations. So while the man is walking, the 'walking footsteps' sound clip will play and loop alongside the animation, and when the button is pushed and the animation moves into the running animation, the 'running footsteps'' sound will play.
Any help on this would be much appreciated. I'm terrible when it comes to anything audio/code based.
Well u can check about soundChannel. soundChannel can stop() and play() ur audio.
So import ur external sound or use internal one. ur code probably seems like this.
var mySound:Sound = new Sound(new URLRequest("YourSoundPath"));
var sc:SoundChannel = new SoundChannel();
//when u wanna play
sc = mySound.play();
//when u wanna stop
sc = mySound.stop();
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/SoundChannel.html
also look this link for more info
If you want to really MATCH the footsteps to the animation (for example, the step sound should play when the player have put his feet down) the only sure way to do that is to place the sound on a different layer where your animation is and set the sound to play as "stream" (if i remember correctly).
Otherwise the animation might be out of sync because of different computer capabilities, current computer or graphics card load etc.
When the sound is set to play as "stream" the flash player is orienting on the sound and drop frames if the graphics are slow to keep the sound and animation in sync

Flash AS3: Swapping Parts within Movieclips

I have a Movieclip (level 1, MC) with around 10 frames. There is a different movieclip (level 2, Move Jump etc animation) on each frame. Inside each of the level 2 movieclips, there are about 30 movieclip symbols (level 3, Head Arm etc) each spamming about 100 frames with around 30-50 keyframes. Each level 3 symbol has around 10 frames, on each frame I have a particular skin graphic.
I have all the level 2 and level 3 symbols instance named (same label across timeline for the same object), and I have the right frames stop(); and labelled. I also understand that everytime I enter a new frame in not just level 1 but also level 2, I have to reset all the level 3 symbols to the desired frame, because my previous settings will be destroyed upon leaving frame.
I got it working by doing level1.gotoAndStop(level2name) ---> level1.level2.level3.gotoAndStop(skintype) and then loop over a nasty nasty number of poses X bodyparts. AND this process needs to be performed in an ENTER_FRAME event since everything will be reset again. Needless to say, I really really don't want to do it this way.
One of the alternatives is breaking the graphics up and have many many level 2 poses movieclips inside my level 1 MC movieclip (mage hit by warrior 3rd attack, warrior hit by rogue 4th attack...). That's what I used to do before. But for this project, a simple calculation tells me I need to make 200+ animations that way, which is not feasible. I can also get rid of level 1 MC and have the poses saved into an array, but the bodyparts still need to be refreshed every frame.
I'm hoping that there's a relatively quick fix to this that I managed to miss, as it seems like such a basic feature, I'm sure many flash games will have to go through it (dress up, or anything with customization + animation really). Yet somehow I've been searching for days and can't find a cure. The author-time ability to simply swap out graphics within a symbol to replace every frame of every animation in the entire file also suggests that there's gotta be a more universal approach to these swapping. I hope you can prove me right!
I do have 2 things that I don't know if I should even bother trying: 1) Drag the MC onto frame1 (my only frame), where I currently have nothing but code. 2) Declare each bodypart individually AND declare MC, then have MC's parts link to these bodyparts. Basically, I just need a viable method to keep these bodyparts from resetting everytime the animation goes to a new frame, my flash knowledge is not enough to tell me whether if it's even possible to have these "global graphics bank independent of frames".
And yes I know I'm probably not doing it in the most clean way possible, but I simply animate better with visuals, so while I CAN start from shapes and animate everything using strictly code I REALLY want to move away from it. The art style is pretty important in this project.
UPDATE: For now, I went for the ugly route. Everytime the MC changes animation, I do:
MovieClip(DisplayObjectContainer(MC.getChildByName(MC.move))).Hand.gotoAndStop(MC.skinname);
And repeat that for all 35 body parts. Turns out that flash replaces all frames of hand in the MC.move, which makes life a lot easier. The alternative is to poll for every single frame, but the direct consequence is MUCH slower fps. Instead, right now I only need to switch graphics whenever there is a change to the moves.
This works, but I'm aware that it slows down performance quite a bit. In fact it can slow down performance in the same magnitude as the actual vector rendering. Limiting the swapping to only move changes is really not optional but mandatory.
Please look at this: http://zdg.ru/tmp/animation.swf
The source can be downloaded here: http://zdg.ru/tmp/animation.fla
If I got your description correct, I did the animation in the same way. The main timeline has a single frame with a character symbol. A character symbol has a timeline within it with two animation points "stand" and "jump". The character consists of symbols "head", "body", "left_hand", "right_hand", "left_leg", "right_leg". Each of these symbols is animated independently. Charater animation timeline contains both keyframes and tweens. All symbols are named consistently in all frames.
Each character part, in turn, has a timeline of 2 frames, corresponding to skin 1 and skin 2.
As you can see, the skin is not destroyed during the animation and there is no need to correct it in every frame.
The code on the main timeline is:
var char_body_parts:Array = new Array(
mv_char.body, mv_char.head, mv_char.left_hand, mv_char.right_hand,
mv_char.left_leg, mv_char.right_leg
);
var skin_num:int = 1;
mv_char.gotoAndStop("stand");
setSkin(char_body_parts, skin_num);
btn_jump.addEventListener(MouseEvent.CLICK, doJump);
btn_skin.addEventListener(MouseEvent.CLICK, doSkin);
function doJump(evt:MouseEvent):void {
mv_char.gotoAndPlay("jump");
}
function doSkin(evt:MouseEvent):void {
skin_num++;
if (skin_num > 2) skin_num = 1;
setSkin(char_body_parts, skin_num);
}
function setSkin(parts:Array, skin_num:int):void {
for (var i:int = 0; i < parts.length; i++) {
(parts[i] as MovieClip).gotoAndStop(skin_num);
}
}
================== UPDATE ====================
This is the updated animation: http://zdg.ru/tmp/animation3.swf
The source can be downloaded here: http://zdg.ru/tmp/animation3.fla
Now my setup is identical to yours.
I have a 2-frame char, one frame contains "stand" movieclip and the other frame contains "jump" movieclip.
Indeed, when you gotoAndStop for any of animations, skins get lost. But you don't have to update them every frame. You need to update them only in the first frame of animation, i.e. right after gotoAndStop("animation"). I still have a list of body parts to bulk assign the skin but now they are accessed by name. So the main code changes are:
var char_body_parts:Array = new Array(
"body", "head", "left_hand", "right_hand",
"left_leg", "right_leg"
);
function setSkin(char:MovieClip, parts:Array, skin_num:int):void {
for (var i:int = 0; i < parts.length; i++) {
char.mv_animation.getChildByName(parts[i]).gotoAndStop(skin_num);
}
}
function setAnimation(char:MovieClip, anim_name:String):void {
char.gotoAndStop(anim_name);
setSkin(char, char_body_parts, skin_num);
}
There are also two more solutions, I didn't code them but they are easily described.
In frame 1 of each skin movieclip, add gotoAndStop((root as MovieClip).skin_num). It works as follows: whenever a skin gets reset, it starts from frame 1. In frame 1 it will gotoAndStop to the current skin automatically. So you dont need to do anything else.
Put your animation movieclips not in the timeline, but in the same single frame. Name each animation lke "stand", "jump" etc. Switch animations not by gotoAndStop, but by making selected animation visible and others invisible. The skin would have to be set once for each skin change.

xml frame pause flash

So is it posibble to create outside source from swf file so i can control frame pause lenght(xml file or AS pacage), and edit it with notepad. I have this code for each of my frames in swf file it goes like this:
Code on my first frame goes like this:
//PAUSE
function playit(e:TimerEvent):void {
play();
}
var Tim:Timer = new Timer(100, 1);
Tim.addEventListener(TimerEvent.TIMER, playit);
stop();
Tim.delay = 100; //Adjust Accordingly - 1000 Equals 1 Second
Tim.start();
And on the rest of the frames (10 more frames) goes like this:
//PAUSE
stop();
Tim.delay = 10000; //Adjust Accordingly - 1000 Equals 1 Second
Tim.start();
Sorry to say it, but your code is a bit messy. If you are actually trying to set how much frames should be played per second (as I can see the timer), you should check frameRate property. You can read specific number from a source file and then set it with ActionScript.
You won't need all those play/stop/timer things..
Hope that's the idea, otherwise I'm speechless..
p.s.
If you still need some other kind of solution - use nextFrame/prevFrame with that timer, don't play/stop it all the time..
The solution is simple but require a bit of math. Instead of letting the movie play you need to use your own custom system based on gotoAndStop(). You calculate the right timing and then call gotoAndStop() at the right moment with a variable of int type increasing on each call.

AS3 save previous frame while going in next to do something

Is posible something like this: in frame1 I have some user interaction (drag drop graphics etc), when user click some button I open frame2 or frame3 where are fields for taking some input from user, then when user finish, I back him to frame1 but frame is not "reset"? I tried what described here, and I can even send data from frame 2 to frame 1 using global vars, but frame 1 is "reset" all user actions are clean, so is there a way in this situation to keep frame1 in memory or something?
Previous or next go to a frame if the frame is being initialized is natural. There's no way to save it. In other words, move the frame is The following concepts, removeChild(previous-stage), addChild(next-stage)
In my experience, the script code to control the frame, increasing complexity are highly undesirable. Maintenance is difficult and in the future, the readability of the code is very poor. Recommend to handle than that in a single frame. Something like a single frame of the object location, size, status, and stored as a variable because it can restore it, it's more reasonable to think that.
If you are working with Flash & AS3 together you can put the code:
gotoAndStop(3); // 3 is the number of the frame
If you are using:
gotoAndPlay(3); // it will begin to play the frames from 3 till the timeline finds a stop mark.
So, you'll need to put a stop on the frame you want.
e.g. stop();
check out this tutorial: http://www.youtube.com/watch?v=9N9vE7wjoc4