Ok, I tried that and while it works just fine if I'm not jumping to a
frame, if the gotoAndPlay is in a frame before the sound loads, then
the sound won't play. If I put the gotoAndPlay in the same frame that
the sound loads in, the swf goes to the right frame but the sound
starts at the beginning. And, how do you tell a sound to sync:stream
when loaded with action script? That's important since the slides are
ties to specific points in the audio.
I tried this and variations of it . . .
var vo:audio = new audio();
vo.play(0,1);
gotoAndPlay("slide13");
Anyone is welcome to take a look. Here's a link to the original fla
with the sound on the main timeline and a class not created for it in
properties . . .
http://strategicperceptioninc.com/cable/broadband/slides14.zip <-- 3.2
MB
On Sep 20, 2008, at 1:50 PM, Cor wrote:
Do you load your sound using actionscript or did you put the sound
on the
timeline?
I suggest you use actionscript to load and start your sounds.
If you like I can look at your source.
If so, send it to me offlist.
HTH
Cor
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim
Elmore
Sent: zaterdag 20 september 2008 19:28
To: [email protected]
Subject: [Flashcoders] gotoAndPlay with audio
My first post to this list . . .
I also posted this to the flashnewbies list, but they don't seem very
active right now, unless I'm missing posts.
**************
In a slide show made mostly of movie clips, I have one continuous
sound item set to stream that is as long as the entire swf. I have
frame names in place. But, when I put gotoAndPlay("slide3"); in frame
1 and test the movie, the audio starts at about frame 150 (not "frame
3") and the first movie clip starts to play (frame 150 is in the
middle of that movie clip). Why is that?
There are no errors reported.
If I remove the sound layer, the gotoAndPlay works as expected.
Is there some other way to do this that WILL work?
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