hi steven,
this makes me feel much better thanks.
sitll, it sucks that this got up to FP9, looks like it's fixed in FP10.

thanks,
rodrigo.
----- Original Message ----- From: "Steven Sacks" <flash...@stevensacks.net> To: "Rodrigo Augusto Guerra" <rodr...@alumni.org.br>; "Flash Coders List" <flashcoders@chattyfig.figleaf.com>
Sent: Thursday, September 24, 2009 9:56 PM
Subject: Re: [Flashcoders] audio pause/resume problem


http://www.stevensacks.net/2008/08/07/bug-with-sound-channel-position-and-mp3s-less-than-128kbps


On Sep 23, 2009, at 6:19 AM, Rodrigo Augusto Guerra wrote:

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" <rodr...@alumni.org.br
>
To: "Flash Coders List" <flashcoders@chattyfig.figleaf.com>
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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