OK, I totally don't mean to rehash the debate on the sound player bug - but like a week after you all had that conversation, I'm actually running into something that's related.

My problem is using Sound.play(), and passing in the milliseconds. As you might be aware, the milliseconds is only accurate if you use 44.1khz sound. But, fortunately, it's a simple equation to run on your time to get the time parameter with the desired effect.

So now, as long as I know the sampling rate, I can pause and play to my heart's content.

I wanted to take it one step further though.....is there any way to get the sampling rate through code? I imagine if you got the bytestotal and the length of the sound it would related, but that might be thrown off by the fact that it was mono or stereo.

Has anybody come up with a good way of determining this?
thanks!
ben
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