Hello :) I use in my opensource framework a model to register all sounds in my application and manipulate all sounds.
The SoundLibrary class : http://svn1.cvsdude.com/osflash/vegas/AS2/trunk/src/andromeda/media/SoundLibrary.as See the example of the class : import andromeda.events.SoundModelEvent ; import andromeda.media.SoundLibrary ; import vegas.events.Delegate ; var debug:Function = function ( e:SoundModelEvent ):Void { var type:String = e.getType() ; var id:String = e.getID() ; var library:SoundLibrary = SoundLibrary(e.getModel()) ; var sound:Sound = e.getSound() ; var message:String = "> " + library ; message += " " + type ; if (id != null) { message += ", id:" + id ; } if (sound != null) { message += ", sound:" + sound ; } trace( message ) ; } var lib:SoundLibrary = new SoundLibrary() ; lib.addGlobalEventListener( new Delegate(this, debug) ) ; lib.addSound( "sound_1" ) ; // sound_1 is the link name of the sound in the library lib.addSound( "sound_2" ) ; // lib.addSounds( ["sound_1", "sound_2"] ) ; // use this method to register a array collection of sounds ids. trace("> " + lib + " size : " + lib.size()) ; Key.addListener(this) ; var onKeyDown:Function = function() { var code:Number = Key.getCode() ; switch ( code ) { case Key.UP : { lib.getSound( "sound_1" ).start() ; break ; } case Key.DOWN : { lib.getSound( "sound_2" ).start() ; break ; } case Key.SPACE : { lib.toggle() ; // enable/disable all sounds break ; } } } trace("> Press Key.SPACE to disable/enable the library.") ; trace("> Press Key.UP to start the sound_1 sound.") ; trace("> Press Key.DOWN to start the sound_2 sound.") ; See the online documentation : http://vegas.ekameleon.net/docs/andromeda/media/SoundLibrary.html Page project : http://code.google.com/p/vegas/ Install VEGAS with this SVN repository in osFlash : http://code.google.com/p/vegas/wiki/InstallVEGASwithSVN EKA+ :) 2007/9/12, Ian Thomas <[EMAIL PROTECTED]>: > > Each Sound() object is attached to a particular timeline. > > So if you do : > > (new Sound(_root)).stop() > > everything from _root downwards should stop. > > HTH, > Ian > > On 9/11/07, Andrew Sinning <[EMAIL PROTECTED]> wrote: > > > > I don't understand the docs for the AS2 Sound.stop command. > > > > > my_sound.stop(["idName":String]) : Void > > > > I can't find any documentation about sounds having an "idName". > > > > >Method; stops all sounds currently playing if no parameter is > > specified, or just the sound specified in the idName parameter. > > > > But "my_sound" is an instance of the Sound class, so why would I need to > > specify an id? This seem to imply that I could use > > > > Sound.stop(); > > > > to stop all sounds currently playing. But it won't compile. I get > > "Sound has no static field stop". > > > > So, how do you stop all currently playing sounds? > > > > Thanks! > > > > > > _______________________________________________ > > [email protected] > > To change your subscription options or search the archive: > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > > Brought to you by Fig Leaf Software > > Premier Authorized Adobe Consulting and Training > > http://www.figleaf.com > > http://training.figleaf.com > > > _______________________________________________ > [email protected] > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com > _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

