I'm having trouble with sound in Flash. I may have went about coding the wrong way, because most of my codes are on frames.
So, I have these two variables
var outsideDay:Sound = new daysong();
var outsideNight:Sound = new nightsong();
And I want to play these songs on a specific frame. However, the sounds play sporadically, like 50 times at once. I think it's because I have other codes that link to the frames with a Enter_Frame function. How can I get the sounds to loop and not play multiple times at once?
Have you dropped the sound anywhere on the timeline in any frame? If so remove that frame.
Also, if you have your code declared on a keyframe that does not have a stop(); call on it, likely it is hitting that frame over and over again, when it "enters" it. Try adding stop(); either at the beginning of your code or at an ending key-frame, wherever it makes most sense for your project.
After trying those two things, another method I have learned to love that may come in handy is:
flash.media.SoundMixer.stopAll();
This will stop all sounds so that whatever sounds you start to play after making this call will not have other previously started sounds to contend with.
This sound tutorial may also be of use to you.
Let us know how it goes, or if any of this stuff helped.
Related
Is there a way to load multiple songs into Pygame? I'm not talking about sound effects like this;
crash_sound = pygame.mixer.Sound("crash.ogg")
#and
pygame.mixer.Sound.play(crash)
because I know you can have multiple different sound effects, assigned to different variables, obviously. But I'm talking about the music function in pygame (this one):
pygame.mixer.music.load("chill_music.ogg")
#and
pygame.mixer.music.stop()
because you can't assign it to variables, or anything, you just set the mixer.music thing to one ogg file and can't have more.
I need this feature, because it let's me set it to a '-1' value making it play over and over again, which I'm pretty sure you can't do with the sound effects, but I want two different songs for two different levels.
I hope it makes sense.
Thanks
I need this feature, because it let's me set it to a '-1' value making it play over and over again, which I'm pretty sure you can't do with the sound effect
Actually, you can:
play()
begin sound playback
play(loops=0, maxtime=0, fade_ms=0) -> Channel
The loops argument controls how many times the sample will be repeated after being played the first time. ... If loops is set to -1 the Sound will loop indefinitely (though you can still call stop() to stop it).
So you can use the Sound class.
but I want two different songs for two different levels
Nothing stops you from calling pygame.mixer.music.load(...) again with another sound file. It will stop playing the current file and start the new one.
Note:
The difference between the music playback and regular Sound playback is that the music is streamed, and never actually loaded all at once...
So if your music files are rather big and you don't want to store them in memory, using pygame.mixer.music is the way to go. If you don't mind loading the files completely, you can use the Sound class.
I want to make a program where you arrange sound samples. A cursor plays the sound it sweeps over and there can be many sound samples played at once. I want the user to be able to change/intterupt the playing(aka cursor progress) with a mouse click(similar to a progress bar).
I understand there are some ways of playing multiple sounds files at once, but thats not the problem. I wonder how I can play a sound sample from an offset when a click interrupt is generated.
Which AS3 class should I look at? Any other tips are appreciated.
You can use Sound.play() supplying the offset in milliseconds. You should first calculate the offset by measuring mouse position vs the progress bar, then stop the sound if it's playing, then call theSound.play(yourOffset) and you should be set.
Alright I've managed to make an almost web page style thing in flash. I have all the coding to navigate the pages finished, but now I'm having the issue of when I change pages my main page music continues while the other pages music begins. I.,m unsure of how to code this. can anyone help? also I already have click sound effects going for my buttons and they seem to be working fine. Don't know if that helps at all. I'm also using flash cs6 and don't want to go to cc, because the removal of the bone tool.
To stop a sound, you will need to use a SoundChannel object when you tell the sound to play. Then, with the reference to the SoundChannel, you can stop the sound before you exit the section.
// save this reference for later so you can stop the sound when you want..
var mySoundChannel:SoundChannel = mySound.play(); // Get a sound channel.
// Call this later
mySoundChannel.stop();
Without a SoundChannel to control it, the sound object will do its default behavior, which is to play to completion.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/SoundChannel.html
Hi Im relatively new to flash developing and i have a quick question about saving user input. I have a maze scene whereby the user navagates a character around until confronted with another object, when the character hits the object a new scene is opened promting the user to pick a solution to a problem. Once the user clicks the correct answer a box appears saying return to the maze, however when clicked and returned to the maze the character starts back in its original postion, where as I would like the scene to resume where it left off, ie the character is at the point where it collided with the object, the object has dissappeared and the character can resume on the same course.
Thanks for giving this a read I hope it makes sense and some one has a solution for me.
I did have some nice images to explain it better but apprently i need 10 reputation points to upload those.
EDIT: First Id like to say thanks for the rep points you bunch of stars and secondly I know using scenes in flash is seriously cr*p practice and outdated but its the way I learnt all those years ago and seen as Flash itself will be outdated soon Im not really looking to learn another approach using sprites or frames, I just kind of want a fix for this way if poss thank you for answering!
EDIT: Wanting the red rectangle to be removed from the scene once the black square collides with it. It also takes you to the next frame upon doing so. here is my code.
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);
function fl_EnterFrameHandler (event:Event):void
{
if (player.hitTestObject(Risk))
{
removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);
removeChild(Risk);
nextFrame();
}
}
I'd suggest you forget about Scenes! They are old, buggy, bring loads of issues with code and are generally a Bad Pratice!! So if you are just learning AS3, dont learn with Scenes!!
Use MovieClips or Sprites instead. And just add and remove them as you need!
EDIT:
To ur edit ;)
and seen as Flash itself will be outdated soon
thats just plain false and a widespread misinformation. It just has a new purpose like MultiPlattform Game Development. But thats a whole different discussion.
You could solve this by saving the x,y coordinates and then restoring them. But i promise you, you will run in to alot more problems/bugs as you go allong!
Like saved Points and Time. Will you triger the Questionscene again when u place the player on the object(last Position). Save the answers, and so on ...
Changing to DisplayObjects will save you time in the end. Just saying ;)
EDIT2:
your code in the comment should look like this:
function fl_EnterFrameHandler (event:Event):void
{
if (player.hitTestObject(Risk))
{
removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);//remove to prevent errors if it fires again and there is no Object to hitTest
removeChild(Risk);// do what needs to be done on this frame
nextFrame();// and then move to the next
}
}
And following correct convetions and make everybody's life easier reading this, it would look like this!
function fl_EnterFrameHandler (event:Event):void
{
if (player.hitTestObject(risk))
{
removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);//remove to prevent errors if it fires again and there is no Onject to hitTest
removeChild (risk);
nextFrame ();
}
}
i'm probaly confusing u now, just use the top one ;)
EDIT3:
Ok, i just had a butchers at it. It's all on a single Frame now. I would have prefered Classes but that'lljust confuse you.
To add new qestions you just have to dublicate the Question MovieClip in the Library and change texts, leave instance names the same tho, then the code will work as is!
DOWLOAD
It is certainly possible. You would store the characters attributes (e.g. current position) within a variable. Then on returning to your game you would use this variable to set the starting position of your character.
I agree that scenes are not the ideal route you should be taking. Possibly reading a good AS3 book would save you hours/days/weeks in the long run.
I've created a few buttons in Flash. I'm trying to make it so that if you click one button, the audio starts playing for that button. If you click another button, the active audio stops and the new audio of the button you clicked last start playing.
Any help please?
What you're describing is actually quite easy to do.
First things first, I recommend importing the audio into your Flash project. Alternatively, there is a way to play it directly from an external file. This is beyond the scope of my answer, so if you need help on that, you should post a question specifically covering it.
Assuming you have imported the audio file into your Flash project's library, make an as3 instance of it. (Right click the file in the library, click Properties --> ActionScript [tab] --> [Check] Export for ActionScript & [Enter name in] Class)
Now, create a definition of the sound in your code. (Assuming your two sounds were named "mySound1" and "mySound2" in the Class field of the previous step.)
var mySound1:Sound = new mySound1();
var mySound2:Sound = new mySound2();
Now, define your sound channel.
var mySoundChannel:SoundChannel = new SoundChannel();
There are two alternate ways of stopping one sound and playing another. The first is to create one function that does both every time. The second method is to create two formulas, one for "play" and one for "stop". You will need to decide which method works best for you. I'll use the two-function method below:
function stopSound():void
{
//This stops all sound in the sound channel.
//If there is nothing playing, nothing happens.
mySoundChannel.stop();
}
//In this function, we create an argument that allows us to tell the function
//what sound to we want it to play.
function playSound(soundname:String):void
{
mySoundChannel = this[soundname].play(0, 0);
}
[Note, you can tweak the play() properties to meet your needs, doing things like starting in the middle of the song, or looping it forever. 0,0 starts at the beginning, and doesn't loop. See the documentation for this.]
Now you hook up the event listeners for the buttons. (If you need help with event listeners, read the documentation.)
myButton1.addEventListener(Mouse.CLICK, btn1Click);
myButton2.addEventListener(Mouse.CLICK, btn2Click);
function btn1Click(evt:Event):void
{
stopSound();
playSound(mySound1);
}
function btn2Click(evt:Event):void
{
stopSound();
playSound(mySound2);
}
This should be enough information to get you started. In my game core, I actually have a custom class for dealing with sound playback that gives me the ability to repeat sounds, change volume, and keep sounds from conflicting with each other. I say that to emphasize that you can do quite a bit with the sound class. Do some digging in that documentation for ideas and help.
You may also consider putting a try-catch statement in the playSound function, since it will throw an reference error if you pass a name for a sound that doesn't exist.