hi,

imho a better solution is to use the sound.onSoundComplete event:

mySound.onSoundComplete = function() { loopCount++ }

it is fired next frame after the sound ends. if you start your sound using a
script like mySound.start(0,9999) it may be your sound restarts (and resets
sound.position) before the next frame events calls your check.


greetings
tobias

ps: sorry about my bad english :)

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf 
> Of Alain Rousseau
> Sent: Thursday, November 17, 2005 7:17 PM
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] onLoop event for sound
> 
> 
> Hi Mark,
> 
> you could monitor the position of the sound comparred to it's 
> duration, 
> that way you know when it arrives at the end of the sound.
> 
>     if (sound.position == sound.duration) {
>         loopCount++;
>     }
> 
> In this case, the loop count will be made at the end of the sound.
> 
> HTH
> 
> Alain
> 
> Mark Walters wrote:
> 
> >Does anyone know of a good way to create an onLoop event that gets 
> >fired everytime a sound loops. I need to keep track of how 
> many loops 
> >are left. _______________________________________________
> >Flashcoders mailing list
> >[email protected]
> >http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >  
> >
> 
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> 

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