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? >> _______________________________________________ >> Flashcoders mailing list >> [email protected] >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders >> > > _______________________________________________ > Flashcoders mailing list > [email protected] > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > _______________________________________________ > Flashcoders mailing list > [email protected] > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

