c'mom guys...no one knows? i'm in a dead end here....
i can't guarantee that everybody will have FP 10 to avoid this....
:)
----- Original Message -----
From: "Rodrigo Augusto Guerra" <[email protected]>
To: "Flash Coders List" <[email protected]>
Sent: Tuesday, September 22, 2009 6:56 PM
Subject: [Flashcoders] audio pause/resume problem
hi coders!
I have a system that it's a dialog between 2 people (one the computer the
other is the user) the computer start talking ( it's 1 mp3 file loaded with
all the computer speech) when it's the user turn I have an action to pause
the mp3 (well it stores the current audio position and stops the audio) and
then when he finish recording his speech it start playing from where it was.
(passing the audio position to the audio object)
The problem is that when it resumes the mp3, it doesn't start from where it
stopped, it goes forward. no logic at all
well it's working on FP version (WIN 10,0,2,54) but not in FP WIN 9.0.124.0.
I really would like some light on this as I don't know where to look anymore
and I don't want to believe that it's a FP9 problem.
I isolated and reproduced the error here:
(i putted the text so you can follow the jumps.)
http://www.alumni.org.br/tmp/rodrigo/som.html
any help will be appreciated.
thanks coders!
this is the code:
audioObj = new Sound();
audioObj.loadSound("http://www.alumni.org.br/elearning/cursos/LetsTravel/Audio/audio16.mp3",
false);
//qdo carregar audio comeca e atulzia o status
audioObj.onLoad = function(success:Boolean) {
aaa.text = "loaded"
if (success) {
audioObj.start();
//nao carregou audio
} else {
aaa.text = "not loaded"
}
}
btstop.onRelease = function(){
_root.flag1=true
_global.soundPosition2 = Math.round(audioObj.position/1000);
audioObj.stop();
_root.aa.text = _global.soundPosition2
}
btplay.onRelease = function(){
if(_root.flag1){
audioObj.start(_global.soundPosition2);
_root.flag1=false;
_root.bb.text = Math.round(audioObj.position/1000);
}else{
audioObj.start();
}
}
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