AS3 Loader keeps reloading same swf over and over - actionscript-3

I have a flash animation made on the main timeline of the SWF with a couple of layers, some functions and some keyframe labels. For example, i have a movieclip of a star that come across the screen and then triggers a dispatchEvent for the main timeline to go to frame label "next".
Here is a sample of the actionscript used on the main timeline :
Stars.addEventListener("fadeInTitle",_fadeInTitle);
function _fadeInTitle(e:Event):void {
Title.gotoAndPlay("fadeIn");
Stars.removeEventListener("fadeInTitle",_fadeInTitle);
}
stop();
That SWF alone works perfectly. Problem comes when I try to load this SWF into another one.
What happens is the loader keeps reloading the SWF over and over, overlapping them and the actionscript that's on the main timeline of the loaded SWF is ignored, the timeline plays continuously. Here is the code i use to load the SWF :
import flash.net.URLRequest;
import flash.display.Loader;
import flash.events.Event;
import flash.events.ProgressEvent;
function startLoad(){
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest("Fly.swf");
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler);
mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
mLoader.load(mRequest);
}
function onCompleteHandler(loadEvent:Event){
addChild(loadEvent.target.content);
}
function onProgressHandler(mProgress:ProgressEvent){
var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal;
}
startLoad();
There's nothing special there. Just a simple loader.
I have found a workaround by putting the entire animation inside one main movieclip and put that movieclip on the main timeline (one keyframe, one layer, no actionscript) and then load it. That way it works fine but it feel more like a patch than a solution. I would really like to know why it's bugging when you try to load an external SWF that use the main timeline with multiple layers, keyframes and actionscript.
Any help/hint will be greatly appreciated.
Thanks a lot for reading.
m

First take the loader instantiation out of a function, it is not necessary. Second, kill your listeners in the onComplete function. Third, if this loader code is on the timeline of your loader shell, make sure that there is not more than one frame, or if there is (not sure why there would be though) place a stop on the frame containing the loader code. Or even better, use a Document class to contain your loader code rather than putting it on the timeline. My best guess is you were calling startLoad() over again somehow. Also, make sure you have the flash debug player installed so you are getting proper error reporting when viewing this in a browser.
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest("Fly.swf");
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler);
mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
mLoader.load(mRequest);
function onCompleteHandler(loadEvent:Event)
{
mLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onCompleteHandler);
mLoader.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS, onProgressHandler);
addChild(loadEvent.target.content);
}
function onProgressHandler(mProgress:ProgressEvent)
{
var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal;
}

Related

Unable to Load an external Swf

I am trying to learn Action Script (self study) and therefore I took a project for myself.So this question might be way too simple or idiotic. If it is i apologise.
The goal is simple. I have 2 swf to embed within my swf. when my swf will run, it will load 1st swf by default. when you click a button, it will load the second swf.you can return back to the first swf using a different button.
After researching I came up with the action script mentioned below. The buttons work and the 1st swf work. But the second swf does not load for some reason. No compilation error found (but got an output error "TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::Event#2e1785d9 to OpenEvent." but i think that is comming for the working swf because of the xml it is trying to load) . wondering why the second swf is not loading even though I used a similar code as the first and how to rectify it.
url to my swf : http://itnotes.in/RLC/swf/Radio/muses-1.2/radio-tv.swf
my fla file (flash cs6 as3) : itnotes.in/RLC/swf/Radio/muses-1.2/radio-tv.fla
Any help deeply appreciated
Security.allowDomain("avastarentertainment.com")
Security.allowDomain("itnotes.in")
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.MouseEvent;
var Xpos:Number = 110;
var Ypos:Number = 180;
var swf:MovieClip;
var loader:Loader=new Loader();
loader.load(new URLRequest('http://itnotes.in/RLC/swf/Radio/muses-1.2/muses.swf?url=http://listen.181fm.com:8002&lang=auto&codec=mp3&tracking=true&volume=65&autoplay=true&buffering=5&skin=http://itnotes.in/RLC/swf/Radio/muses-1.2/simple-gray/ffmp3-simple-gray.xml&title=Vishara%20Designs'));
loader.x=Xpos;
loader.y=Ypos;
addChild(loader);
/////////////////////////////////////////////////////////////////////////////
//Radio Function
radio.addEventListener(MouseEvent.CLICK, RadioBtnClick);
function RadioBtnClick(event:MouseEvent):void{
removeChild(loader);
SoundMixer.stopAll(); //stop all sounds...
loader.load(new URLRequest('http://itnotes.in/RLC/swf/Radio/muses-1.2/muses.swf?url=http://listen.181fm.com:8002&lang=auto&codec=mp3&tracking=true&volume=65&autoplay=true&buffering=5&skin=http://itnotes.in/RLC/swf/Radio/muses-1.2/simple-gray/ffmp3-simple-gray.xml&title=Vishara%20Designs'));
loader.x=Xpos;
loader.y=Ypos;
addChild(loader);
}
/////////////////////////////////////////////////////////////////////////////
//TV Function
tv.addEventListener(MouseEvent.CLICK, TvBtnClick);
function TvBtnClick(event:MouseEvent):void{
removeChild(loader);
SoundMixer.stopAll(); //stop all sounds...
loader.load(new URLRequest("http://avastarentertainment.com/avanced2avan/AVAncedPlayer_TX_DeSiRe_TGZ_MS_vww861102_181powerTop40_4_29_16rev11EpCc_SSER.swf"));
loader.x=Xpos;
loader.y=Ypos;
addChild(loader);
}
Your codes don't have any problems, test your project's output on your browser {in maximized window mode}.
Note:
The file
AVAncedPlayer_TX_DeSiRe_TGZ_MS_vww861102_181powerTop40_4_29_16rev11EpCc_SSER.swf
doesn't work in another domain. so it must load within http://avastarentertainment.com/
domain (another contents required for loading this file, which are accessible only on that domain {copyright} )

FLASH AS3 Sound Overlap

Alright, I'm a total noob in flash as3 so this must be very easy to solve I guess. I'm making a soundboard with recorded voices in flash cs6, very simple: 1 frame, ten buttons, each button makes a different sound. The problem is the overlapping of these sounds, so what I need is that when I press one button the other sounds stop playing. anyone please?
See the play() method documentation in the Sound class, it returns a SoundChannel object, which has a stop() method.
So you could do it like that (schematically) :
var currentChannel:SoundChannel;
button1.addEventListener(MouseEvent.CLICK, onButtonClick);
button2.addEventListener(MouseEvent.CLICK, onButtonClick);
button3.addEventListener(MouseEvent.CLICK, onButtonClick);
function onButtonClick(event:MouseEvent):void
{
/* provided you have implemented selectSoundByButton func somewhere */
const sound:Sound = selectSoundByButton(event.currentTarget);
if (currentChannel) {
currentChannel.stop();
}
currentChannel = sound.play();
}
More detailed description:
Let's say you want to create yet another fart button application in flash. That's what you have to do:
Create a button symbol, add it to stage and give it an instance name in properties tab. Let's call it myButton
Add the sound to library with file->import
Export this sound to actionscript. Right click on a sound in library, check "Export for actionscript", "export in frame 1" on "actionscript tab". Fill "Class" input with a desired class name for a sound (e.g. MySound)
Then you have to trigger the sound playback on your button click. So you should put the following code to the first frame of your flash clip:
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.events.MouseEvent;
var currentChannel:SoundChannel;
const mySound:Sound = new MySound();
function onClick(e:MouseEvent):void {
if (currentChannel) {
currentChannel.stop();
}
currentChannel = mySound.play();
}
myButton.addEventListener(MouseEvent.CLICK, onClick);
Add this to your code on each button before playing a sound:
SoundMixer.stopAll();
If you're adding actions directly from the timeline in Adobe Flash, there's no need to import the class. If you're working from an IDE like FlashDevelop or FlashBuilder, add this code to the beginning (after Package {):
import flash.media.SoundMixer;
Happy coding!
Edit: More info on the SoundMixer class

Adobe Flash Pro CS6 movie looping after adding code to actionpanel

i have got a problem and cannot figure out. Everything is fine when i test the scene, i have added stop(); to my movie clip timeline and everything is fine until no code is added to the main stage. As soon as i start adding code to the stage, it starts looping? Because of this i'm stuck with a problem and cannot even develop further, because even mouse click events wont work of that looping... The code i am trying to add is just a simple move layer off stage after click on play button:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
introScreen.play_btn.addEventListener(MouseEvent.CLICK, clickAway);
function clickAway(event:MouseEvent):void
{
moveScreenOff(introScreen);
}
function moveScreenOff(screen:MovieClip):void
{
//Move the screen off...
var introTween = new Tween(screen,"x",Strong.easeInOut,screen.x,(screen.width)*-1,1,true);
//When the motion has finished...
introTween.addEventListener(TweenEvent.MOTION_FINISH, tweenFinish);
function tweenFinish(e:TweenEvent):void
{
trace("tweenFinish");
//Establish the game state...
gameState = STATE_INIT_GAME;
trace(gameState);
//Fire off the gameLoop function at the frame rate of the movie...
addEventListener(Event.ENTER_FRAME, gameLoop);
}
}
The reason your animations are looping continuously is because you have errors in your code.
Access of undefined property gameState.
Access of undefined property STATE_INIT_GAME.
Access of undefined property gameState.
Access of undefined property gameLoop.
You are trying to reference members that haven't been created yet or don't exist. Your main timeline starts at frame 1 with the code you referenced trying to access those variables and the gameLoop method. You need to setup the variables in the first frame to allow them to be referenced. i.e. under your import statements:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
var gameState:String;
const STATE_INIT_GAME:String = "GAME_INIT";
then you need to add the gameLoop function:
function gameLoop(e:Event):void {
trace('game loop running');
}
If you don't want those variables and that function setup there then you need to go to the frame using gotoAndStop or gotoAndPlay where those functions and variables can be declared and/or initialized, and stored into memory. Then they will be accessible.

Starting and stopping sound AS3

I'm trying to get a sound thats on the timeline to stop and play when i push the buttons. And there is also a animation on that timeline that should stop and play to. I cant get the code that im using to work. I get errors
Del1, Layer 'actions', Frame 1, Line 16 1061: Call to a possibly undefined method play through a reference with static type flash.media:SoundChannel.
Del1, Layer 'actions', Frame 1, Line 10 1120: Access of undefined property fireworks.
I'm new to this I have no idea how to fix the errors and get the buttons to work.
here is the entire code
import flash.events.MouseEvent;
import flash.media.Sound;
import flash.media.SoundChannel;
PlayButton.addEventListener(MouseEvent.CLICK, playbutton);
NextButton.addEventListener(MouseEvent.CLICK, nextbutton);
StopButton.addEventListener(MouseEvent.CLICK, stopbutton);
var mySound:Sound = new fireworks.wav();
var myChannel:SoundChannel = new SoundChannel();
myChannel = mySound.play();
function playbutton(event:MouseEvent):void
{
myChannel.play();
play();
}
function stopbutton(event:MouseEvent):void
{
stop();
myChannel.stop();
}
function nextbutton(event:MouseEvent):void
{
gotoAndPlay(1, "Del2");
}
Your first error: You cannot call play() on a SoundChannel
Although you can always stop() your myChannel object, you can not as simply play it. See the section titled Pausing a Sound in this tutorial for information on the functionality that you are trying to build. Essentially, when you pause your song, you need to remember that location in the song, and then call myChannel = mySound.play(thatLocation); whenever you want to resume.
Your second error: The syntax on adding your song file needs to be changed a bit
If the song file is somewhere outside of Flash, like in a folder -
var mySound:Sound = new Sound();
mySound.load(new URLRequest("fireworks.wav"));
mySound.play();
If the song file is loaded into your Flash library -
var mySound:Sound = new CustomSongNameHere();
mySound.play();
But for this case, you need to find the song in your Flash library, right-click it, select Linkage, check Export for ActionScript and change the Class field to CustomSongNameHere or whatever you use in your code.

Unloading swfs loaded with Loader::load()

I'm using Loader::load() successfully to load swfs into my main swf and then I add them as a child of a Sprite. When other events occur I want to remove the swfs as needed. I have looked at unload() and at removeChildAt() without success.
I only added the addChild() call to try to pin down the loaded instance so I could remove it. The loading works fine without the addChild();
I have also tried publishing to player v.10 and using myLoader.unloadAndStop(); but this has no effect either;
The following demo code shows my problem. I see one child added and one removed but intro.swf is still playing away.
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.LoaderInfo;
import flash.net.URLRequest;
var myLoader:Loader = new Loader();
var holderMC:Sprite = new Sprite();
var myRequest:URLRequest = new URLRequest('intro.swf');
myLoader.load(myRequest);
holderMC.addChild(myLoader);
trace("initial:"+holderMC.numChildren); // traces initial:1
while(holderMC.numChildren > 0) {
holderMC.removeChildAt(0);
trace("now there are:"+holderMC.numChildren); // traces now there are :0
}
myLoader.unload();
// Edit- also tried:
myLoader.unloadAndStop();
myLoader = null;
Any thoughts?
You definitely have something else going on here. First, how are you seeing the "intro.swf"? You are creating holderMC, and adding the loaded swf as a child, but when are you adding holderMC to the display list?
The proper way to remove a movie from the view would be:
holderMC.removeChild(myLoader);
In order to let the content of holderMC to be flagged for garbage collection you need to set it to null. So,
holderMC.removeChild(myLoader);
myLoader.unload(); // this will set the content (the movie itself) to null.
myLoader = null; // npw the loader can be garbage collected too
If you are doing a removeChild and it is still showing, then you will need to post more code to show where the problem really is.