That may be but I think that is not due to the timers but to your timelines.
Set the framerate of your fla to a low value like 5 and watch the result.
Timers are not influenced by framerate.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim Elmore
Sent: zaterdag 20 september 2008 21:47
To: Flash Coders List
Subject: Re: [Flashcoders] gotoAndPlay with audio 

Yes, I know the code is awful. I'm just starting out and amazed that I  
got this far with it. Took many, many days instead of just a few hours.

Solved the gotoAndPlay thing. I put it in the same frame as where the  
sound starts instead of frame 1.

Thanks.



On Sep 20, 2008, at 3:27 PM, Cor wrote:

> Another tip: your code is very redundant.
> It is better to put it in a few function and call these at the given  
> time.
> If you are able, do it in classes.
>
> HTH
> Kind regards,
> Cor
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jim  
> Elmore
> Sent: zaterdag 20 september 2008 20:52
> To: [email protected]
> Subject: Re: [Flashcoders] gotoAndPlay with audio
>
> 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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>>
>
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