Re: [Flashcoders] Sound control problem

2012-02-17 Thread Glen Pike

Hi,

I think you need to set the soundTransform of the MovieClip that 
contains the timeline sound?


Also look at the SoundMixer class for "global" controls - you may need 
the stopAll functionality when you add and remove MC's with sound 
to/from the stage.


Glen

On 16/02/2012 19:48, natalia Vikhtinskaya wrote:

Hi
I have mute button with class linked to this mc in the library

package lib
{
  import flash.display.*;
 import flash.events.*;
 import flash.utils.*;
import flash.media.*;

  public class MuteControl extends flash.display.MovieClip
 {
 private var _so:SoundTransform;
 public function MuteControl()
 {

_so=new SoundTransform();
_so.volume = 1;
soundTransform=_so;
this.addEventListener(MouseEvent.CLICK, 
muteControlButton);
this.buttonMode = true;
this.mouseChildren = false;
return;
 }



   private function muteControlButton(e:MouseEvent):void {
if (_so.volume==1){
_so.volume=0;
e.target.gotoAndStop(2);
} else {
_so.volume=1;
e.target.gotoAndStop(1);
}
this.soundTransform = _so;  //nothing changes
}



 }

}

muteControlButton function works correctly but sound does not change.
Sound file attached on Timeline. What is wrong?

Please advice.
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Re: [Flashcoders] Sound control problem

2012-02-16 Thread Karl DeSaulniers

Where is the var soundTransform being set first?
I dont see it. Is it public or private?
_so I see being set but not soundTransform.

Best,
Karl


On Feb 16, 2012, at 1:48 PM, natalia Vikhtinskaya wrote:


Hi
I have mute button with class linked to this mc in the library

package lib
{
import flash.display.*;
   import flash.events.*;
   import flash.utils.*;
import flash.media.*;

public class MuteControl extends flash.display.MovieClip
   {
   private var _so:SoundTransform;
   public function MuteControl()
   {

_so=new SoundTransform();
_so.volume = 1;
soundTransform=_so;
this.addEventListener(MouseEvent.CLICK, 
muteControlButton);
this.buttonMode = true;
this.mouseChildren = false;
return;
   }



 private function muteControlButton(e:MouseEvent):void {
if (_so.volume==1){
_so.volume=0;
e.target.gotoAndStop(2);
} else {
_so.volume=1;
e.target.gotoAndStop(1);
}
this.soundTransform = _so;  //nothing changes
}



   }

}

muteControlButton function works correctly but sound does not change.
Sound file attached on Timeline. What is wrong?

Please advice.
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[Flashcoders] Sound control problem

2012-02-16 Thread natalia Vikhtinskaya
Hi
I have mute button with class linked to this mc in the library

package lib
{
 import flash.display.*;
import flash.events.*;
import flash.utils.*;
import flash.media.*;

 public class MuteControl extends flash.display.MovieClip
{
private var _so:SoundTransform;
public function MuteControl()
{

_so=new SoundTransform();
_so.volume = 1;
soundTransform=_so;
this.addEventListener(MouseEvent.CLICK, 
muteControlButton);
this.buttonMode = true;
this.mouseChildren = false;
return;
}



  private function muteControlButton(e:MouseEvent):void {
if (_so.volume==1){
_so.volume=0;
e.target.gotoAndStop(2);
} else {
_so.volume=1;
e.target.gotoAndStop(1);
}
this.soundTransform = _so;  //nothing changes
}



}

}

muteControlButton function works correctly but sound does not change.
Sound file attached on Timeline. What is wrong?

Please advice.
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Re: [Flashcoders] Sound

2010-05-10 Thread Gerry Beauregard

Calling play() with a startPosition, and then calling stop() on the 
SoundChannel instance will work fine as long as the timing doesn't need to be 
too precise, and you don't mind slight glitches (pops or clicks) at the start 
and end.

If you want sample accurate start/end times, you can use a couple of new 
capabilities in FlashPlayer 10, namely the ability to extract audio sample data 
from an mp3, and the ability to send arbitrary audio data to the output in 
response to a SampleData event. Using these APIs, plus lots of other code, you 
can do some pretty sophisticated audio processing (see for example, 
http://labs.sonoport.com/audiostretch/).  In response to the original query, 
using Sound.extract and SampleData event, plus a bit of additional code, you 
could play an mp3 from any sample position to any sample position, and even 
apply a smooth ramp-in and ramp-out to prevent any glitching.

Andre Michelle's blog has some great examples of how to use the FP 10 audio 
API, for example:
http://blog.andre-michelle.com/2010/playback-mp3-loop-gapless/

-Gerry Beauregard

Lead Software Architect
Sonoport.com

On 2010-05-11  , at 03:45 , Glen Pike wrote:

> Hi,
> 
>  The Sound "play" method returns a SoundChannel instance, which you can call 
> stop() on to stop the sound.
> 
>  Glen
> 
> Jim Andrews wrote:
>> http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Sound.html
>>  
>> 
>> The above URL is the main page to acquaint yourself with concerning the 
>> Sound class in ActionScript 3.0, apparently.
>> 
>> If you scroll through it, you'll see some example code.
>> 
>> You'll also see the 'play' method under 'Public Methods' and, in the 
>> documentation of the 'play' method, you see that it takes a 'startTime' 
>> parameter. This one is what you use to start the sound not at the beginning 
>> of the Sound.
>> 
>> The 'play' method, in Director, also can take an 'endTime' parameter, and 
>> there is a 'stop' method. Not in Flash, though. Also, in Director, there is 
>> an 'elapsedTime' property for the sound. Not in Flash, though.
>> 
>> So if you want to end the sound before it ends, erm, I guess you have to use 
>> a timer to monitor where we are in the playing of the sound and then end the 
>> sound how? erm by using the 'close' method? Which also cancels any 
>> downloading.
>> 
>> ja
>> http://vispo.com
>> 
>> 
>> 
>>> Say I have a sound that lasts 1.7 seconds. Is there a way to control what 
>>> plays - for example. if I want to start it .4 seconds in and stop it .2 
>>> seconds before the end
>> 
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Re: [Flashcoders] Sound

2010-05-10 Thread Glen Pike

Hi,

   The Sound "play" method returns a SoundChannel instance, which you 
can call stop() on to stop the sound.


   Glen

Jim Andrews wrote:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Sound.html 



The above URL is the main page to acquaint yourself with concerning 
the Sound class in ActionScript 3.0, apparently.


If you scroll through it, you'll see some example code.

You'll also see the 'play' method under 'Public Methods' and, in the 
documentation of the 'play' method, you see that it takes a 
'startTime' parameter. This one is what you use to start the sound not 
at the beginning of the Sound.


The 'play' method, in Director, also can take an 'endTime' parameter, 
and there is a 'stop' method. Not in Flash, though. Also, in Director, 
there is an 'elapsedTime' property for the sound. Not in Flash, though.


So if you want to end the sound before it ends, erm, I guess you have 
to use a timer to monitor where we are in the playing of the sound and 
then end the sound how? erm by using the 'close' method? Which also 
cancels any downloading.


ja
http://vispo.com



Say I have a sound that lasts 1.7 seconds. Is there a way to control 
what plays - for example. if I want to start it .4 seconds in and 
stop it .2 seconds before the end


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Re: [Flashcoders] Sound

2010-05-10 Thread Jim Andrews

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Sound.html

The above URL is the main page to acquaint yourself with concerning the 
Sound class in ActionScript 3.0, apparently.


If you scroll through it, you'll see some example code.

You'll also see the 'play' method under 'Public Methods' and, in the 
documentation of the 'play' method, you see that it takes a 'startTime' 
parameter. This one is what you use to start the sound not at the beginning 
of the Sound.


The 'play' method, in Director, also can take an 'endTime' parameter, and 
there is a 'stop' method. Not in Flash, though. Also, in Director, there is 
an 'elapsedTime' property for the sound. Not in Flash, though.


So if you want to end the sound before it ends, erm, I guess you have to use 
a timer to monitor where we are in the playing of the sound and then end the 
sound how? erm by using the 'close' method? Which also cancels any 
downloading.


ja
http://vispo.com



Say I have a sound that lasts 1.7 seconds. Is there a way to control what 
plays - for example. if I want to start it .4 seconds in and stop it .2 
seconds before the end


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Re: [Flashcoders] Sound

2010-05-10 Thread Glen Pike

On 10/05/2010 15:24, Lehr, Theodore wrote:

Say I have a sound that lasts 1.7 seconds. Is there a way to control what plays 
- for example. if I want to start it .4 seconds in and stop it .2 seconds 
before the end
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Hi, you should be able to specify an offset to start from in the play 
command.


To stop at some point before the end, you would have to "monitor" the 
position with an enter-frame handler or a timer.


Glen
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[Flashcoders] Sound

2010-05-10 Thread Lehr, Theodore
Say I have a sound that lasts 1.7 seconds. Is there a way to control what plays 
- for example. if I want to start it .4 seconds in and stop it .2 seconds 
before the end
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Re: [Flashcoders] sound stick around issue

2009-09-10 Thread Karl DeSaulniers

Sweet.

GL

Karl


On Sep 10, 2009, at 12:36 AM, Sam Brown wrote:


Hey Karl,

Thank you for the suggestion - you've helped me get to the bottom  
of this.
Although stopAllSounds() is AS2, that was enough of a breadcrumb to  
find the

AS3 equivalent:

// make sure you import this class:
   import flash.media.SoundMixer;
// triggered in the out transition
SoundMixer.stopAll();

I'm sure there's a more elegant way to do this, but it works. Issue  
solved,

thank you!

Best Regards,
Sam


On Wed, Sep 9, 2009 at 9:07 PM, Karl DeSaulniers  
wrote:



Oops I think it's actually stopAllSounds();

Karl

Sent from losPhone


On Sep 9, 2009, at 11:03 PM, Karl DeSaulniers 
wrote:

 Well this may not stop the flv from playing and it's AS2 code, so  
there

may be an equivilant in AS3, but try.

stopAllSounds;

At the end of the "out" transition.

HTHs

Karl

Sent from losPhone

On Sep 9, 2009, at 8:53 PM, Sam Brown <4sambr...@gmail.com> wrote:

 Hello all,


I have an issue which will probably be a softball for you guys...

Basically I have a gallery-type nav; when you click on an item, an
external
swf is loaded into a container_mc. The container_mc lives in the  
main
timeline and is simply used to tween the loaded swf in/out and  
around.


I'm accessing a close button that lives in the loaded swf via:
event.target.content.close_btn.addEventListener(MouseEvent.CLICK,
outroAnimationandUnloadContainer_mc);

In this loaded swf is an instance of the flv playback  
component.  The
close_btn to unloads the swf fine, but the audio keeps playing.  
I need

flv_playback.stop() but I'm confused how to access it.

I can't use event.target.content.flv.stop() b/c the event is a  
level

deeper
than the event.target.content.close_btn.addEventListener used  
above.


So - how do I make that flv shut-up when I unload it off the stage?

Thank you very much. Any advice is greatly appreciated.
Sam
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Re: [Flashcoders] sound stick around issue

2009-09-09 Thread Sam Brown
Hey Karl,

Thank you for the suggestion - you've helped me get to the bottom of this.
Although stopAllSounds() is AS2, that was enough of a breadcrumb to find the
AS3 equivalent:

// make sure you import this class:
   import flash.media.SoundMixer;
// triggered in the out transition
SoundMixer.stopAll();

I'm sure there's a more elegant way to do this, but it works. Issue solved,
thank you!

Best Regards,
Sam


On Wed, Sep 9, 2009 at 9:07 PM, Karl DeSaulniers wrote:

> Oops I think it's actually stopAllSounds();
>
> Karl
>
> Sent from losPhone
>
>
> On Sep 9, 2009, at 11:03 PM, Karl DeSaulniers 
> wrote:
>
>  Well this may not stop the flv from playing and it's AS2 code, so there
>> may be an equivilant in AS3, but try.
>>
>> stopAllSounds;
>>
>> At the end of the "out" transition.
>>
>> HTHs
>>
>> Karl
>>
>> Sent from losPhone
>>
>> On Sep 9, 2009, at 8:53 PM, Sam Brown <4sambr...@gmail.com> wrote:
>>
>>  Hello all,
>>>
>>> I have an issue which will probably be a softball for you guys...
>>>
>>> Basically I have a gallery-type nav; when you click on an item, an
>>> external
>>> swf is loaded into a container_mc. The container_mc lives in the main
>>> timeline and is simply used to tween the loaded swf in/out and around.
>>>
>>> I'm accessing a close button that lives in the loaded swf via:
>>> event.target.content.close_btn.addEventListener(MouseEvent.CLICK,
>>> outroAnimationandUnloadContainer_mc);
>>>
>>> In this loaded swf is an instance of the flv playback component.  The
>>> close_btn to unloads the swf fine, but the audio keeps playing. I need
>>> flv_playback.stop() but I'm confused how to access it.
>>>
>>> I can't use event.target.content.flv.stop() b/c the event is a level
>>> deeper
>>> than the event.target.content.close_btn.addEventListener used above.
>>>
>>> So - how do I make that flv shut-up when I unload it off the stage?
>>>
>>> Thank you very much. Any advice is greatly appreciated.
>>> Sam
>>> ___
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Re: [Flashcoders] sound stick around issue

2009-09-09 Thread Karl DeSaulniers

Oops I think it's actually stopAllSounds();

Karl

Sent from losPhone

On Sep 9, 2009, at 11:03 PM, Karl DeSaulniers   
wrote:


Well this may not stop the flv from playing and it's AS2 code, so  
there may be an equivilant in AS3, but try.


stopAllSounds;

At the end of the "out" transition.

HTHs

Karl

Sent from losPhone

On Sep 9, 2009, at 8:53 PM, Sam Brown <4sambr...@gmail.com> wrote:


Hello all,

I have an issue which will probably be a softball for you guys...

Basically I have a gallery-type nav; when you click on an item, an  
external

swf is loaded into a container_mc. The container_mc lives in the main
timeline and is simply used to tween the loaded swf in/out and  
around.


I'm accessing a close button that lives in the loaded swf via:
event.target.content.close_btn.addEventListener(MouseEvent.CLICK,
outroAnimationandUnloadContainer_mc);

In this loaded swf is an instance of the flv playback component.  The
close_btn to unloads the swf fine, but the audio keeps playing. I  
need

flv_playback.stop() but I'm confused how to access it.

I can't use event.target.content.flv.stop() b/c the event is a  
level deeper

than the event.target.content.close_btn.addEventListener used above.

So - how do I make that flv shut-up when I unload it off the stage?

Thank you very much. Any advice is greatly appreciated.
Sam
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Re: [Flashcoders] sound stick around issue

2009-09-09 Thread Karl DeSaulniers
Well this may not stop the flv from playing and it's AS2 code, so  
there may be an equivilant in AS3, but try.


stopAllSounds;

At the end of the "out" transition.

HTHs

Karl

Sent from losPhone

On Sep 9, 2009, at 8:53 PM, Sam Brown <4sambr...@gmail.com> wrote:


Hello all,

I have an issue which will probably be a softball for you guys...

Basically I have a gallery-type nav; when you click on an item, an  
external

swf is loaded into a container_mc. The container_mc lives in the main
timeline and is simply used to tween the loaded swf in/out and around.

I'm accessing a close button that lives in the loaded swf via:
event.target.content.close_btn.addEventListener(MouseEvent.CLICK,
outroAnimationandUnloadContainer_mc);

In this loaded swf is an instance of the flv playback component.  The
close_btn to unloads the swf fine, but the audio keeps playing. I need
flv_playback.stop() but I'm confused how to access it.

I can't use event.target.content.flv.stop() b/c the event is a level  
deeper

than the event.target.content.close_btn.addEventListener used above.

So - how do I make that flv shut-up when I unload it off the stage?

Thank you very much. Any advice is greatly appreciated.
Sam
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[Flashcoders] sound stick around issue

2009-09-09 Thread Sam Brown
Hello all,

I have an issue which will probably be a softball for you guys...

Basically I have a gallery-type nav; when you click on an item, an external
swf is loaded into a container_mc. The container_mc lives in the main
timeline and is simply used to tween the loaded swf in/out and around.

I'm accessing a close button that lives in the loaded swf via:
event.target.content.close_btn.addEventListener(MouseEvent.CLICK,
outroAnimationandUnloadContainer_mc);

In this loaded swf is an instance of the flv playback component.  The
close_btn to unloads the swf fine, but the audio keeps playing. I need
flv_playback.stop() but I'm confused how to access it.

I can't use event.target.content.flv.stop() b/c the event is a level deeper
than the event.target.content.close_btn.addEventListener used above.

So - how do I make that flv shut-up when I unload it off the stage?

Thank you very much. Any advice is greatly appreciated.
Sam
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Re: [Flashcoders] Sound Library/Libraries...

2009-06-27 Thread Gerry
GarageBand on the Mac (comes with every new Mac - in the iLife suite).  
I have a midi keyboard connected via usb to midi cable and just create

my own.

-Gerry

On Jun 27, 2009, at 2:23 PM, Sander Schuurman wrote:


Hi list,

I was just wondering... What do you guys use for Sound Fx?

Searching the internet for royalty free fx? Making your own? Bought  
a fancy spancy Sound Fx Library?


Do you guys know of some cool Sound Libs out there? Professional and  
well searchable?


Sorry for being curious :)

Sander Schuurman
sentoplene.com
@sentoplene
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RE: [Flashcoders] Sound Library/Libraries...

2009-06-27 Thread Kerry Thompson
Sander Schuurman wrote:

> I was just wondering... What do you guys use for Sound Fx?

Here are a couple of sites:

< http://www.freesound.org/index.php>
< http://www.soundrangers.com/>
< http://www.soundrangers.com/>
< http://www.sound-effects-library.com/>

Cordially,

Kerry Thompson


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[Flashcoders] Sound Library/Libraries...

2009-06-27 Thread Sander Schuurman

Hi list,

I was just wondering... What do you guys use for Sound Fx?

Searching the internet for royalty free fx? Making your own? Bought a  
fancy spancy Sound Fx Library?


Do you guys know of some cool Sound Libs out there? Professional and  
well searchable?


Sorry for being curious :)

Sander Schuurman
sentoplene.com
@sentoplene
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Re: [Flashcoders] Sound/Music

2008-08-25 Thread Peter B
I like this one:

http://www.sound-effects-library.com/

Pete
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Re: [Flashcoders] Sound/Music

2008-08-25 Thread Jer Brand
Email ate part of the conversation:

http://www.freesound.org/index.php

or

http://ccmixter.org/

been mentioned yet?

-- 
Jer
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Re: [Flashcoders] Sound/Music

2008-08-25 Thread eric e. dolecki
I second soundrangers. Cheap audio, really sweet quality.

On Mon, Aug 25, 2008 at 7:30 AM, Paul Steven <[EMAIL PROTECTED]>wrote:

> http://www.soundrangers.com is pretty good inho...
>
>
>
>
>
> Kevin Bowers
> [EMAIL PROTECTED]
> Mobile: +44 (0)7899 081409
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Patrick J.
> Jankun
> Sent: 24 August 2008 11:04
> To: Flashcoder Mailinglist
> Subject: [Flashcoders] Sound/Music
>
> Hello Everyone,
>
> I was wondering if anyone can pinpoint me to some quality stock sounds
> i can pickup for my work.
> I was googling around, and found a few links, but most of them are,
> hmm.. quite lousy and not
> that interesting that i would like to spend my money. Im looking for a
> site with all the FX, but with some
> ambient loops/music to pickup as well.
>
> I would be glad if you people share where you get your nice sounds from!
>
> Thanks in advance,
> Patrick
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Re: [Flashcoders] Sound/Music

2008-08-25 Thread Glen Pike

soundsnap.com is good.

Glen

Patrick J. Jankun wrote:

Hello Everyone,

I was wondering if anyone can pinpoint me to some quality stock sounds 
i can pickup for my work.
I was googling around, and found a few links, but most of them are, 
hmm.. quite lousy and not
that interesting that i would like to spend my money. Im looking for a 
site with all the FX, but with some

ambient loops/music to pickup as well.

I would be glad if you people share where you get your nice sounds from!

Thanks in advance,
Patrick
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www.glenpike.co.uk 

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RE: [Flashcoders] Sound/Music

2008-08-25 Thread Paul Steven
http://www.soundrangers.com is pretty good inho...




 
Kevin Bowers
[EMAIL PROTECTED] 
Mobile: +44 (0)7899 081409
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick J.
Jankun
Sent: 24 August 2008 11:04
To: Flashcoder Mailinglist
Subject: [Flashcoders] Sound/Music

Hello Everyone,

I was wondering if anyone can pinpoint me to some quality stock sounds  
i can pickup for my work.
I was googling around, and found a few links, but most of them are,  
hmm.. quite lousy and not
that interesting that i would like to spend my money. Im looking for a  
site with all the FX, but with some
ambient loops/music to pickup as well.

I would be glad if you people share where you get your nice sounds from!

Thanks in advance,
Patrick
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RE: [Flashcoders] Sound/Music

2008-08-24 Thread Kevin Bowers
Oh, form the Subject I was expecting this to be something to do with Julie
Andrews and a bunch of kids singing and dancing in Salzburg.

Have you tried www.flashkit.com , lots of sounds on there, some of it might
be ok.

Kev


 
Kevin Bowers
[EMAIL PROTECTED] 
Mobile: +44 (0)7899 081409
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick J.
Jankun
Sent: 24 August 2008 11:04
To: Flashcoder Mailinglist
Subject: [Flashcoders] Sound/Music

Hello Everyone,

I was wondering if anyone can pinpoint me to some quality stock sounds  
i can pickup for my work.
I was googling around, and found a few links, but most of them are,  
hmm.. quite lousy and not
that interesting that i would like to spend my money. Im looking for a  
site with all the FX, but with some
ambient loops/music to pickup as well.

I would be glad if you people share where you get your nice sounds from!

Thanks in advance,
Patrick
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[Flashcoders] Sound/Music

2008-08-24 Thread Patrick J. Jankun

Hello Everyone,

I was wondering if anyone can pinpoint me to some quality stock sounds  
i can pickup for my work.
I was googling around, and found a few links, but most of them are,  
hmm.. quite lousy and not
that interesting that i would like to spend my money. Im looking for a  
site with all the FX, but with some

ambient loops/music to pickup as well.

I would be glad if you people share where you get your nice sounds from!

Thanks in advance,
Patrick
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Re: [Flashcoders] Sound Spectrum having a HUGE bug

2008-06-03 Thread Glen Pike
I think this happens because the Flash Player instances in the browser 
are sharing sound resources, which is a "good idea" because the sound 
API's (for Windoze definitely) only have limited resources, so the 
player is probably trying to be nice and not hog resources completely.  
I guess the SoundSpectrum comes from a global buffer used by all 
instances of the player. Again this is probably another good thing 
because allowing lots of player instances to do FFT's would seriously 
hamper performance too, but I guess there needs to be some kind of 
switching between the buffer that has focus, or allowing more than one 
spectrum to be computed, but maybe control this in the settings so 
people can have 1 or more depending on how much they like to eye candy.


I had problems in the past with stopAllSounds or something similar that 
stopped all sounds - across all tabs, so again, this could be for the 
same reason.



Martin Klasson wrote:

Hello Flashcoders,

To see the problem with the Spectrum, just open up firefox and
have two tabs with the following links:

http://www.flashsites.nl/example/SoundSpectrumBitmapScroll7.html
http://www.thesminc.com/demo/sound/

These two samples are using the sound spectrum in AS3,
and this is what happens when both of them are played
in two tabs. WHY, it must be considered as a bug when
this has been implemented in such way?

Or is there any solution that you know of?

  


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Re: [Flashcoders] Sound Spectrum having a HUGE bug

2008-06-03 Thread Martin Klasson
Okey, cool.
I was hoping someone would have a solution for the nasty problem,
but I guess it is really hard to go around such a fatal bug.
-to bad, since some really cool ideas will be harder to have since
clients doesnt like bugs ;)

/ m


2008/6/3 Viktor Hesselbom <[EMAIL PROTECTED]>:

> Yep, that's a bug.
>
> And Adobe has been informed about it already.
>
> / Viktor H
>
> On Tue, 03 Jun 2008 12:28:37 +0200, Martin Klasson <[EMAIL PROTECTED]>
> wrote:
>
>  Hello Flashcoders,
>>
>> To see the problem with the Spectrum, just open up firefox and
>> have two tabs with the following links:
>>
>> http://www.flashsites.nl/example/SoundSpectrumBitmapScroll7.html
>> http://www.thesminc.com/demo/sound/
>>
>> These two samples are using the sound spectrum in AS3,
>> and this is what happens when both of them are played
>> in two tabs. WHY, it must be considered as a bug when
>> this has been implemented in such way?
>>
>> Or is there any solution that you know of?
>>
>>
>
>
> --
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Sweden
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Re: [Flashcoders] Sound Spectrum having a HUGE bug

2008-06-03 Thread Viktor Hesselbom

Yep, that's a bug.

And Adobe has been informed about it already.

/ Viktor H

On Tue, 03 Jun 2008 12:28:37 +0200, Martin Klasson <[EMAIL PROTECTED]>  
wrote:



Hello Flashcoders,

To see the problem with the Spectrum, just open up firefox and
have two tabs with the following links:

http://www.flashsites.nl/example/SoundSpectrumBitmapScroll7.html
http://www.thesminc.com/demo/sound/

These two samples are using the sound spectrum in AS3,
and this is what happens when both of them are played
in two tabs. WHY, it must be considered as a bug when
this has been implemented in such way?

Or is there any solution that you know of?





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[Flashcoders] Sound Spectrum having a HUGE bug

2008-06-03 Thread Martin Klasson
Hello Flashcoders,

To see the problem with the Spectrum, just open up firefox and
have two tabs with the following links:

http://www.flashsites.nl/example/SoundSpectrumBitmapScroll7.html
http://www.thesminc.com/demo/sound/

These two samples are using the sound spectrum in AS3,
and this is what happens when both of them are played
in two tabs. WHY, it must be considered as a bug when
this has been implemented in such way?

Or is there any solution that you know of?

-- 

Martin Klasson
Flash Developer
Parkgatan 9-11
S-411 24 Göteborg
Sweden
Office +46 (0) 31 711 54 50
Cell +46 (0) 730 964 561
[EMAIL PROTECTED]
www.kokokaka.com
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[Flashcoders] Sound and Timer Class

2008-03-10 Thread Helmut Granda
Hi all,

I have a slight problem with the sound object and the Timer class. I
have a movie that loads sounds dynamically at random intervals. it works
perfect until the movie is reset.
Basically the user gets to stop the sounds and start all over. and
it starts fine until you reach the point where they left off before, say you
played sound 1, 2 and 3 was in cue when you stoped the movie, well next time
arround when the movie starts playing when it reaches sound 2 it starts
playing sound 3 at the same time, then the rest over lap 3 with 4 and 4 with
5 and so forth.

Here is a snippet of the class


var soundDelayed : Object ;
var sTimer : Timer ;

private function playSectionSound ( sound : Object , delay : Number
= 0  ) : void

{



if (delay > 0 )

{
soundDelayed = sound ;
sTimer= new Timer(( delay ), 1);
sTimer.start();
sTimer.addEventListener(TimerEvent.TIMER, sTimerHandler);

} else {
soundDelayed = sound;
playVoiceOver ( soundDelayed ) ;

}

} ;

private function playVoiceOver ( vo : Object )

{
trace("PLAY VOICE OVER = " + vo)
volumeChannel = vo.play();

var transform: SoundTransform ;
transform = channel.soundTransform;

if (volumeStatus == "off")

{

transform.volume = 0;
volumeChannel.soundTransform = transform ;

}

} ;

Down the line to kill everything i call the following:

sTimer.stop();
sTimer.reset();
sTimer.removeEventListener(TimerEvent.TIMER, sTimerHandler);
soundDelayed = null

and it seems to work until the sound overlaps...

suggestions? TIA
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[Flashcoders] Sound in Loaded SWFs

2008-02-11 Thread Helmut Granda
Hi All,

I am having a little of dilemma, I am loading different movies that contain
sound, some have the sound in the timeline  some others the sound is
attached dynamically. As we all know I can use the SoundMixer.stopAll method
to stop sounds playing in the timeline but is there anyway to target a
specific loaded swf?

such as: mySWF1.SoundMixer.stopAll(); or so...

TIA
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Re: [Flashcoders] sound object in AS2

2008-02-11 Thread McVirusS

stop

- Original Message - 
From: "maurice sallave" <[EMAIL PROTECTED]>

To: "Flash Coders List" 
Sent: Saturday, February 09, 2008 3:51 AM
Subject: Re: [Flashcoders] sound object in AS2



So are the audio files to be set at stream or event?

On Feb 8, 2008 3:48 AM, Jimbo <[EMAIL PROTECTED]> wrote:


Yes, that is the way to get around this, also make sure that you uncheck
'export in first frame' in your assets - when you uncheck that box, the
compiler will not export the asset at all, so you need to physically 
place
it on frame 2 or later, but before they are neeeded. Then the frame 1 
'load'

is only the weight of the preloader itself.
hth,
jimbo

*** REPLY SEPARATOR  ***

On 2/8/2008 at 9:42 AM McVirusS wrote:

>Hi Maurice,
>
>What you could do is place a movieclip in the second frame that contains
>all
>the sounds on different layers (don't forget to put it on "stop"). It's
not
>a very clean solution but it works :).
>
>Regards,
>Meinaart / McVirusS
>
>-Oorspronkelijk bericht-
>Van: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] Namens maurice 
>sallave

>Verzonden: vrijdag 8 februari 2008 8:48
>Aan: flashcoders@chattyfig.figleaf.com
>Onderwerp: [Flashcoders] sound object in AS2
>
>Hi,
>This is my first post so please bare with me.  Presently I'm using the
>sound
>object class in AS2 to control my sounds and using the linkage id to
attach
>my sounds appropriately.  The problem I'm having is that when I "export
in
>first frame" for a couple of audio files the presence of my loader goes
>down.  Meaning  that I don't start to see my loader till it's at around
>50%,
>I'd actually like to see it start at 0%.  When I uncheck "export in 
>first

>frame" my loader shows more, but I don't hear any sound playing right
away
>and I do have *soundobject.start* both times.  Is there a better way to
>load
>sound files into flash where I can see my loader start, hopefully at 0%,
>and
>play my sound right away?  I'm using sound object so that I can better
>control the many sounds on this project or maybe my approach is wrong.
>Thanks for any help.
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Re: [Flashcoders] sound object in AS2

2008-02-08 Thread maurice sallave
So are the audio files to be set at stream or event?

On Feb 8, 2008 3:48 AM, Jimbo <[EMAIL PROTECTED]> wrote:

> Yes, that is the way to get around this, also make sure that you uncheck
> 'export in first frame' in your assets - when you uncheck that box, the
> compiler will not export the asset at all, so you need to physically place
> it on frame 2 or later, but before they are neeeded. Then the frame 1 'load'
> is only the weight of the preloader itself.
> hth,
> jimbo
>
> *** REPLY SEPARATOR  ***
>
> On 2/8/2008 at 9:42 AM McVirusS wrote:
>
> >Hi Maurice,
> >
> >What you could do is place a movieclip in the second frame that contains
> >all
> >the sounds on different layers (don't forget to put it on "stop"). It's
> not
> >a very clean solution but it works :).
> >
> >Regards,
> >Meinaart / McVirusS
> >
> >-Oorspronkelijk bericht-
> >Van: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] Namens maurice sallave
> >Verzonden: vrijdag 8 februari 2008 8:48
> >Aan: flashcoders@chattyfig.figleaf.com
> >Onderwerp: [Flashcoders] sound object in AS2
> >
> >Hi,
> >This is my first post so please bare with me.  Presently I'm using the
> >sound
> >object class in AS2 to control my sounds and using the linkage id to
> attach
> >my sounds appropriately.  The problem I'm having is that when I "export
> in
> >first frame" for a couple of audio files the presence of my loader goes
> >down.  Meaning  that I don't start to see my loader till it's at around
> >50%,
> >I'd actually like to see it start at 0%.  When I uncheck "export in first
> >frame" my loader shows more, but I don't hear any sound playing right
> away
> >and I do have *soundobject.start* both times.  Is there a better way to
> >load
> >sound files into flash where I can see my loader start, hopefully at 0%,
> >and
> >play my sound right away?  I'm using sound object so that I can better
> >control the many sounds on this project or maybe my approach is wrong.
> >Thanks for any help.
> >___
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RE: [Flashcoders] sound object in AS2

2008-02-08 Thread Jimbo
Yes, that is the way to get around this, also make sure that you uncheck 
'export in first frame' in your assets - when you uncheck that box, the 
compiler will not export the asset at all, so you need to physically place it 
on frame 2 or later, but before they are neeeded. Then the frame 1 'load' is 
only the weight of the preloader itself.
hth,
jimbo

*** REPLY SEPARATOR  ***

On 2/8/2008 at 9:42 AM McVirusS wrote:

>Hi Maurice,
>
>What you could do is place a movieclip in the second frame that contains
>all
>the sounds on different layers (don't forget to put it on "stop"). It's not
>a very clean solution but it works :).
>
>Regards,
>Meinaart / McVirusS
>
>-Oorspronkelijk bericht-
>Van: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] Namens maurice sallave
>Verzonden: vrijdag 8 februari 2008 8:48
>Aan: flashcoders@chattyfig.figleaf.com
>Onderwerp: [Flashcoders] sound object in AS2
>
>Hi,
>This is my first post so please bare with me.  Presently I'm using the
>sound
>object class in AS2 to control my sounds and using the linkage id to attach
>my sounds appropriately.  The problem I'm having is that when I "export in
>first frame" for a couple of audio files the presence of my loader goes
>down.  Meaning  that I don't start to see my loader till it's at around
>50%,
>I'd actually like to see it start at 0%.  When I uncheck "export in first
>frame" my loader shows more, but I don't hear any sound playing right away
>and I do have *soundobject.start* both times.  Is there a better way to
>load
>sound files into flash where I can see my loader start, hopefully at 0%,
>and
>play my sound right away?  I'm using sound object so that I can better
>control the many sounds on this project or maybe my approach is wrong.
>Thanks for any help.
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RE: [Flashcoders] sound object in AS2

2008-02-08 Thread McVirusS
Hi Maurice,

What you could do is place a movieclip in the second frame that contains all
the sounds on different layers (don't forget to put it on "stop"). It's not
a very clean solution but it works :).

Regards,
Meinaart / McVirusS

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens maurice sallave
Verzonden: vrijdag 8 februari 2008 8:48
Aan: flashcoders@chattyfig.figleaf.com
Onderwerp: [Flashcoders] sound object in AS2

Hi,
This is my first post so please bare with me.  Presently I'm using the sound
object class in AS2 to control my sounds and using the linkage id to attach
my sounds appropriately.  The problem I'm having is that when I "export in
first frame" for a couple of audio files the presence of my loader goes
down.  Meaning  that I don't start to see my loader till it's at around 50%,
I'd actually like to see it start at 0%.  When I uncheck "export in first
frame" my loader shows more, but I don't hear any sound playing right away
and I do have *soundobject.start* both times.  Is there a better way to load
sound files into flash where I can see my loader start, hopefully at 0%, and
play my sound right away?  I'm using sound object so that I can better
control the many sounds on this project or maybe my approach is wrong.
Thanks for any help.
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[Flashcoders] sound object in AS2

2008-02-08 Thread maurice sallave
Hi,
This is my first post so please bare with me.  Presently I'm using the sound
object class in AS2 to control my sounds and using the linkage id to attach
my sounds appropriately.  The problem I'm having is that when I "export in
first frame" for a couple of audio files the presence of my loader goes
down.  Meaning  that I don't start to see my loader till it's at around 50%,
I'd actually like to see it start at 0%.  When I uncheck "export in first
frame" my loader shows more, but I don't hear any sound playing right away
and I do have *soundobject.start* both times.  Is there a better way to load
sound files into flash where I can see my loader start, hopefully at 0%, and
play my sound right away?  I'm using sound object so that I can better
control the many sounds on this project or maybe my approach is wrong.
Thanks for any help.
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[Flashcoders] Sound-loop timing

2007-09-20 Thread Oliver Müller
Hi,
based on this article:
http://www.actionscript.org/resources/articles/159/1/Advanced-Flash-MX-Sound-Timing/Page1.html

I built a small application that plays 5 sound-loops synchronous. I
have one drum-loop, one piano-loop and so on.
This works great, but as soon as I put some animation stuff in the app
the tracks start to drift apart. The looped sound files are mp3.

Does anyone has a workaround for this problem?

greetings,
Oliver
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[Flashcoders] Sound object behaving strangely in Firefox on a PC

2007-04-26 Thread James Pine
Hey Everyone,

I have a simple audio player that works fine in IE on
a PC running windows as well as Firefox/Safari on a
Mac, but doesn't work right in Firefox v2.0 in
Windows. It plays the MP3 for about 1 second and then
the sound cuts out. I'm using the sound object and
using loadSound(URI,boolean). It doesn't matter if the
boolean is true or false, the behavior is the same. 

One thing I've noticed is that the stoppage of sound
seems to be related to a separate gotoAndStop call to
another movie clip. I'm not calling stopAllSounds and
the sound object is not contained in the movie clip
that I'm targeting with gotoAndStop. And of course it
works in other browsers on other operating systems.
Has anyone run into this problem before and/or has any
debugging ideas? I'm using the flash playr v 9,0,45,0
in all browsers on all OSes. Thanx

JAMES

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[Flashcoders] Sound changes in AS 3

2007-02-06 Thread Jason Boyd

I was just perusing the Flex/Flash API docs online, and noticed some
changes in AS 3 to the Sound class which alarm me. An application I am
working on now has essentially a simple wavetable synth, which has a
lot of assets named by note (e.g. "c#4"), and at runtime instantiates
a bunch of Sound objects, using attachSound() on each to initialize
the synth.

attachSound() has been removed from AS 3, and the docs' explanation of
how one would do this now do not make sense to me. For one thing, they
involve associating a unique class with each sound asset, unless I'm
confused.

Is anyone using event sounds a lot in AS 3, and care to comment?
Wondering how I will port my code, and eager to move on to AS 3 at
some point here...

Oh and another technical note: I discovered when I load sounds from an
external SWF, that Sound objects must be constructed specifying the
level where the loaded sound exists* in order to work properly. So
when calling from my main movie, I need to loadMovie("soundbank.swf")
and then do new Sound(_level1) for each sound object. Wondering if
this is different in AS 3, seeing as levels are no more.

* Even weirder, if I instantiate the Sound objects *inside* the loaded
soundbank movie, they need to be constructed as new Sound(_root), even
though when loaded the movie is definitely at level1. Presumably
something about how _root is resolved at compile-time...
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SV: [Flashcoders] Sound not starting

2006-12-11 Thread David Skoglund
Hi andrei, 

It's to stop the previous sound in that "channel", I don't want two comments
playing at the same time. Should I remove the sound object completely and
create a new everytime I want to replace a sound?

/David

-

hello david,

why do you call the stop() method before using attachSound() ?

[]'s
andrei


On 12/11/06, David Skoglund <[EMAIL PROTECTED]> wrote:
>
> Hi I have quite some problems with playing sounds. It works about 19 
> times of 20... Have anyone come across this kind of irregular sound
behavior?
>
> Could there be a problem with stopping a sound right before starting a 
> new sound (a delay of the stop command so that it stops the new sound)?
>
> Any help is very appreciated!
>
> At the start of the program I initialize sound objects in a init 
> function like this:
>
> class application.main{
> static var sound:Object;
>
> static function init () {
>   // create global sound objects
>   sound={}
>   sound.comments=_root.createEmptyMovieClip("comments",
> _root.getNextHighestDepth())
>   sound.comments.soundObj=new Sound(sound.comments); } }
>
>
> I start the sounds in a function like this:
>
> function playComment (comment){
>// start comment
>main.sound.comments.soundObj.stop()
>main.sound.comments.soundObj.attachSound(comment);
>main.sound.comments.soundObj.setVolume(80);
>main.sound.comments.soundObj.start();
>
>trace ("comment: "+this.comment)
> }
>
>
>
> David Sjölander
> Game Designer
>
> Cogmed - Working Memory Training
> Fryxellsgatan 4 | 114 25 Stockholm, Sweden | Phone: +46 (0)8 506 315 
> 60 |
> Cell: +46 (0)736 84 54 52 | www.cogmed.com
>
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.409 / Virus Database: 268.15.15/581 - Release Date:
> 2006-12-09
>
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Checked by AVG Free Edition.
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Re: [Flashcoders] Sound not starting

2006-12-11 Thread Andrei Thomaz

hello david,

why do you call the stop() method before using attachSound() ?

[]'s
andrei


On 12/11/06, David Skoglund <[EMAIL PROTECTED]> wrote:


Hi I have quite some problems with playing sounds. It works about 19 times
of 20... Have anyone come across this kind of irregular sound behavior?

Could there be a problem with stopping a sound right before starting a new
sound (a delay of the stop command so that it stops the new sound)?

Any help is very appreciated!

At the start of the program I initialize sound objects in a init function
like this:

class application.main{
static var sound:Object;

static function init () {
  // create global sound objects
  sound={}
  sound.comments=_root.createEmptyMovieClip("comments",
_root.getNextHighestDepth())
  sound.comments.soundObj=new Sound(sound.comments);
}
}


I start the sounds in a function like this:

function playComment (comment){
   // start comment
   main.sound.comments.soundObj.stop()
   main.sound.comments.soundObj.attachSound(comment);
   main.sound.comments.soundObj.setVolume(80);
   main.sound.comments.soundObj.start();

   trace ("comment: "+this.comment)
}



David Sjölander
Game Designer

Cogmed - Working Memory Training
Fryxellsgatan 4 | 114 25 Stockholm, Sweden | Phone: +46 (0)8 506 315 60 |
Cell: +46 (0)736 84 54 52 | www.cogmed.com



--
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Checked by AVG Free Edition.
Version: 7.1.409 / Virus Database: 268.15.15/581 - Release Date:
2006-12-09

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[Flashcoders] Sound not starting

2006-12-11 Thread David Skoglund
Hi I have quite some problems with playing sounds. It works about 19 times
of 20... Have anyone come across this kind of irregular sound behavior? 
 
Could there be a problem with stopping a sound right before starting a new
sound (a delay of the stop command so that it stops the new sound)?
 
Any help is very appreciated!
 
At the start of the program I initialize sound objects in a init function
like this:
 
class application.main{
 static var sound:Object;

 static function init () {
  // create global sound objects
  sound={}
  sound.comments=_root.createEmptyMovieClip("comments",
_root.getNextHighestDepth()) 
  sound.comments.soundObj=new Sound(sound.comments);
 }
}
 
 
I start the sounds in a function like this:
 
function playComment (comment){
   // start comment
   main.sound.comments.soundObj.stop()
   main.sound.comments.soundObj.attachSound(comment);
   main.sound.comments.soundObj.setVolume(80);
   main.sound.comments.soundObj.start();
   
   trace ("comment: "+this.comment)
}
 
 

David Sjölander
Game Designer

Cogmed - Working Memory Training
Fryxellsgatan 4 | 114 25 Stockholm, Sweden | Phone: +46 (0)8 506 315 60 |
Cell: +46 (0)736 84 54 52 | www.cogmed.com 

 

-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.409 / Virus Database: 268.15.15/581 - Release Date: 2006-12-09
 
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[Flashcoders] Sound cuts out onMotionFinished of Tween class

2006-07-19 Thread Mendelsohn, Michael
Hi list...

There's a point in my code that a sound object drops the sound for a
split second prior to the moment it begins to fade out, and I'd like to
figure out why that's happening.

Any thoughts are appreciated.
- Michael M.

// on the root:
var tuneSound:Sound = new Sound();

// listener plays a sound object on the root:
_root.tuneSound.attachSound("showBiz");
_root.tuneSound.start();

// then sound is supposed to fade out at the end of a Tween
(onMotionFinished):

function logoTween():Void {
var yy:Object = new Tween(_root.credits.logo, "_y",
Regular.easeOut, 150, 115, 36, false);
yy.onMotionFinished = function():Void  {
var rollEm:Object = new Tween(_root.credits.creditRoll,
"_y", None.easeOut, 960, 0, 100, false);
rollEm.onMotionFinished = function() {
var logo_a:Object = new
Tween(_root.credits.logo, "_alpha", None.easeOut, 100, 0, 90, false);
// fade out music accordingly...
trace("---> sound cuts out briefly here!!");
logo_a.onMotionChanged = function():Void  {

_root.tuneSound.setVolume(_root.credits.logo._alpha);
};
};
};
}

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Re: [Flashcoders] Sound markers

2006-06-27 Thread Weyert de Boer

Keep in mind this is a ActionScript 3 only method.
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Aaron Buchanan
>From weyert: 
http://labs.adobe.com/subversion/flashplatform/projects/actionscriptsamples/
trunk/src/actionscript3/sound/ComputeSpectrum/ComputeSpectrum.as


On 6/27/06 1:33 PM, "Ian Thomas" <[EMAIL PROTECTED]> wrote:

> Nice trick, Christophe - thanks for sharing that. You never know what
> might come in useful some day...
> 
> Cheers,
>   Ian
> 
> On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:
>> Hey guys,
>> 
>> I found a little workaround using the scripting possibilities in
>> SoundForge. You can find a little explanation on my blog and you can
>> download the script.
>> http://www.herrodius.com/blog/?p=49
>> 
>> thx for your input !
>> 
>> regards,
>> Christophe
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Ian Thomas

Nice trick, Christophe - thanks for sharing that. You never know what
might come in useful some day...

Cheers,
 Ian

On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:

Hey guys,

I found a little workaround using the scripting possibilities in
SoundForge. You can find a little explanation on my blog and you can
download the script.
http://www.herrodius.com/blog/?p=49

thx for your input !

regards,
Christophe

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Re: [Flashcoders] Sound markers

2006-06-27 Thread Christophe Herreman

Hey guys,

I found a little workaround using the scripting possibilities in 
SoundForge. You can find a little explanation on my blog and you can 
download the script.

http://www.herrodius.com/blog/?p=49

thx for your input !

regards,
Christophe


Ian Thomas schreef:

Sorry, I meant loading it in alongside an external .mp3. Having a bad
morning here...

Ian

On 6/27/06, Ian Thomas <[EMAIL PROTECTED]> wrote:

Hi Christophe,
  We've done similar using SoundForge simply by exporting the
regions/markers file as a text file and loading it in alongside the
SWF - parsing it, and triggering events based on the contents.

HTH,
  Ian

On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:
> Hey Tom,
>
> we don't want to add CuePoints (which is for flv I thought).
> I have a mp3 file that has been "marked" in SoundForge.
> We now want to load the marked mp3 and read the markers so we can jump
> to certain points in time in the mp3 file.
>
> I have just checked the SF docs and it is possible to write scripts 
(in

> C#, VB, etc) and run these inside SF.
>
> I'll keep you updated.
>
> cheers,
> Christophe


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Re: [Flashcoders] Sound markers

2006-06-27 Thread Mike Britton

Cuepoints can be used with mp3 as well as flv.


Mike
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Ian Thomas

Yes, Tom, they are - it's someone else registered on this list who's
account is broken, not yours. I had the same thing yesterday.

Ian

On 6/27/06, Tom Jackson <[EMAIL PROTECTED]> wrote:

are my messages getting through? every time I send a message I'm getting a
email account not registered , message not posted error?


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Re: [Flashcoders] Sound markers

2006-06-27 Thread Tom Jackson

are my messages getting through? every time I send a message I'm getting a
email account not registered , message not posted error?

On 27/06/06, Ian Thomas <[EMAIL PROTECTED]> wrote:


Hi Christophe,
  We've done similar using SoundForge simply by exporting the
regions/markers file as a text file and loading it in alongside the
SWF - parsing it, and triggering events based on the contents.

HTH,
  Ian

On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:
> Hey Tom,
>
> we don't want to add CuePoints (which is for flv I thought).
> I have a mp3 file that has been "marked" in SoundForge.
> We now want to load the marked mp3 and read the markers so we can jump
> to certain points in time in the mp3 file.
>
> I have just checked the SF docs and it is possible to write scripts (in
> C#, VB, etc) and run these inside SF.
>
> I'll keep you updated.
>
> cheers,
> Christophe
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Ian Thomas

Sorry, I meant loading it in alongside an external .mp3. Having a bad
morning here...

Ian

On 6/27/06, Ian Thomas <[EMAIL PROTECTED]> wrote:

Hi Christophe,
  We've done similar using SoundForge simply by exporting the
regions/markers file as a text file and loading it in alongside the
SWF - parsing it, and triggering events based on the contents.

HTH,
  Ian

On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:
> Hey Tom,
>
> we don't want to add CuePoints (which is for flv I thought).
> I have a mp3 file that has been "marked" in SoundForge.
> We now want to load the marked mp3 and read the markers so we can jump
> to certain points in time in the mp3 file.
>
> I have just checked the SF docs and it is possible to write scripts (in
> C#, VB, etc) and run these inside SF.
>
> I'll keep you updated.
>
> cheers,
> Christophe


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Re: [Flashcoders] Sound markers

2006-06-27 Thread Ian Thomas

Hi Christophe,
 We've done similar using SoundForge simply by exporting the
regions/markers file as a text file and loading it in alongside the
SWF - parsing it, and triggering events based on the contents.

HTH,
 Ian

On 6/27/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:

Hey Tom,

we don't want to add CuePoints (which is for flv I thought).
I have a mp3 file that has been "marked" in SoundForge.
We now want to load the marked mp3 and read the markers so we can jump
to certain points in time in the mp3 file.

I have just checked the SF docs and it is possible to write scripts (in
C#, VB, etc) and run these inside SF.

I'll keep you updated.

cheers,
Christophe

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Re: [Flashcoders] Sound markers

2006-06-27 Thread Tom Jackson

ah I see, yeah the Media class can be used to cue an mp3 file aswell as per
this tutorial here:
http://www.actionscript.org/tutorials/intermediate/using_cuepoints_2004mx/index.shtml
but I see this is no use to you now :) it would definitely be an interesting
thing to know though so keep us updated :)

On 27/06/06, Christophe Herreman <[EMAIL PROTECTED]> wrote:


Hey Tom,

we don't want to add CuePoints (which is for flv I thought).
I have a mp3 file that has been "marked" in SoundForge.
We now want to load the marked mp3 and read the markers so we can jump
to certain points in time in the mp3 file.

I have just checked the SF docs and it is possible to write scripts (in
C#, VB, etc) and run these inside SF.

I'll keep you updated.

cheers,
Christophe

Tom Jackson schreef:
> has anyone investigated the Media components? I believe there's an
> addCuePoints function that might do what your after... not used it
myself
> mind so it might be useless ;)
>
>
> On 27/06/06, Aaron Buchanan <[EMAIL PROTECTED]> wrote:
>>
>> I heard Flash Player 9 has some new sound goodies, but couldn't turn
>> up a
>> link.. Anyone got one?
>>
>> a
>>
>>
>> On 6/27/06 12:05 AM, "Christophe Herreman" <[EMAIL PROTECTED]> wrote:
>>
>> > Hey guys,
>> >
>> > does anyone have a proper solution for simulating markers in (mp3)
>> sound
>> > files?
>> > As far as I understood, these cannot be read by the Flash Player.
>> >
>> > We are looking for a workaround and the first thing we would try is
to
>> > insert the times into the "comment" field of the mp3 file. Reading
>> this
>> > value shouldn't be a problem.
>> >
>> > Does this seem like a thing that would work (I guess so) ?
>> > Has anyone tried this, or does anyone have a better solution ?
>> >
>> > thx in advance,
>> > Christophe
>> > ___
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Christophe Herreman

Hey Tom,

we don't want to add CuePoints (which is for flv I thought).
I have a mp3 file that has been "marked" in SoundForge.
We now want to load the marked mp3 and read the markers so we can jump 
to certain points in time in the mp3 file.


I have just checked the SF docs and it is possible to write scripts (in 
C#, VB, etc) and run these inside SF.


I'll keep you updated.

cheers,
Christophe

Tom Jackson schreef:

has anyone investigated the Media components? I believe there's an
addCuePoints function that might do what your after... not used it myself
mind so it might be useless ;)


On 27/06/06, Aaron Buchanan <[EMAIL PROTECTED]> wrote:


I heard Flash Player 9 has some new sound goodies, but couldn't turn 
up a

link.. Anyone got one?

a


On 6/27/06 12:05 AM, "Christophe Herreman" <[EMAIL PROTECTED]> wrote:

> Hey guys,
>
> does anyone have a proper solution for simulating markers in (mp3) 
sound

> files?
> As far as I understood, these cannot be read by the Flash Player.
>
> We are looking for a workaround and the first thing we would try is to
> insert the times into the "comment" field of the mp3 file. Reading 
this

> value shouldn't be a problem.
>
> Does this seem like a thing that would work (I guess so) ?
> Has anyone tried this, or does anyone have a better solution ?
>
> thx in advance,
> Christophe
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Tom Jackson

There is a Media class in flash mx 2004 professional has anyone investigated
the addCuePoints functions within that? might be what your after although I
haven't used it myself so might be useless :)



On 27/06/06, Weyert de Boer <[EMAIL PROTECTED]> wrote:


Aaron Buchanan wrote:
> I heard Flash Player 9 has some new sound goodies, but couldn't turn up
a
> link.. Anyone got one
>
Check the flash.media package in the ActionScript 3 REference at
labs.adobe.com?
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Weyert de Boer

Aaron Buchanan wrote:

I heard Flash Player 9 has some new sound goodies, but couldn't turn up a
link.. Anyone got one
  
Check the flash.media package in the ActionScript 3 REference at 
labs.adobe.com?

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Re: [Flashcoders] Sound markers

2006-06-27 Thread Tom Jackson

has anyone investigated the Media components? I believe there's an
addCuePoints function that might do what your after... not used it myself
mind so it might be useless ;)


On 27/06/06, Aaron Buchanan <[EMAIL PROTECTED]> wrote:


I heard Flash Player 9 has some new sound goodies, but couldn't turn up a
link.. Anyone got one?

a


On 6/27/06 12:05 AM, "Christophe Herreman" <[EMAIL PROTECTED]> wrote:

> Hey guys,
>
> does anyone have a proper solution for simulating markers in (mp3) sound
> files?
> As far as I understood, these cannot be read by the Flash Player.
>
> We are looking for a workaround and the first thing we would try is to
> insert the times into the "comment" field of the mp3 file. Reading this
> value shouldn't be a problem.
>
> Does this seem like a thing that would work (I guess so) ?
> Has anyone tried this, or does anyone have a better solution ?
>
> thx in advance,
> Christophe
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Re: [Flashcoders] Sound markers

2006-06-27 Thread Aaron Buchanan
I heard Flash Player 9 has some new sound goodies, but couldn't turn up a
link.. Anyone got one?

a


On 6/27/06 12:05 AM, "Christophe Herreman" <[EMAIL PROTECTED]> wrote:

> Hey guys,
> 
> does anyone have a proper solution for simulating markers in (mp3) sound
> files?
> As far as I understood, these cannot be read by the Flash Player.
> 
> We are looking for a workaround and the first thing we would try is to
> insert the times into the "comment" field of the mp3 file. Reading this
> value shouldn't be a problem.
> 
> Does this seem like a thing that would work (I guess so) ?
> Has anyone tried this, or does anyone have a better solution ?
> 
> thx in advance,
> Christophe
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[Flashcoders] Sound markers

2006-06-27 Thread Christophe Herreman

Hey guys,

does anyone have a proper solution for simulating markers in (mp3) sound 
files?

As far as I understood, these cannot be read by the Flash Player.

We are looking for a workaround and the first thing we would try is to 
insert the times into the "comment" field of the mp3 file. Reading this 
value shouldn't be a problem.


Does this seem like a thing that would work (I guess so) ?
Has anyone tried this, or does anyone have a better solution ?

thx in advance,
Christophe
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[Flashcoders] Sound in a SWF file not played

2006-04-19 Thread Anshul Chandra
Hi,

I have written a piece of code using which I can load
a SWF file in a movie clip and play it with variable
frame rate. For this I have used setInterval to call
function gotoAndStop(frame). This lets me move across
frames at any desired speed.

The problem I am facing is with SWF files containing
sound. I don’t hear any sound.
I tried using gotoAndPlay instead, and got a jagged
sort of sound.

Is there a way to control the sound and visuals of a
SWF file independently?
Or should I use some other mechanism to change
frame-rate? If so, then please help me with one, given
it handles sound properly.

Thanks
Anshul




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RE: [Flashcoders] sound problem

2006-02-24 Thread Thomas Arnoldi
I solved the problem. Used the (MovieClipLoader()) functions to load
external sound. Apparently it solved the problem. Don't ask me why. 

Thanks for the support. 

Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Klasson
Sent: 24. februar 2006 10:23
To: Flashcoders mailing list
Subject: RE: [Flashcoders] sound problem



I don't like using stopAllSounds(), I just looks at it as old and deprecated
in my eyes. I rather code so that I know of all sounds via a soundmanager or
other solutions.

I have had problems sometimes with different browsers and and how tabs
works.

Once a stopAllSounds()-trigger also made the other opened browser to stop
its sound that waas playing in another flash, at another domain..

Strange that was, but I guess it has more to do with the browsers way of
handling than the flash in some issues regarding when sounds sometimes stops
when switching tabs, and sometimes it doesn't.

But the player has a role in it to..
-but, yeah, there can be some problems happening that we really cant control
ourselves unfortunately

/ martin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Arnoldi
Sent: den 23 februari 2006 18:57
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] sound problem

I've done that, and it works fine (stopAllSounds()); but it is when go to
completely new site the problem occur - only in explorer. I've experienced
it in other flash sites, but it seems most of them solved the problem. 

Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marc Hoffman
Sent: 23. februar 2006 18:32
To: Flashcoders mailing list
Subject: Re: [Flashcoders] sound problem


In all my experience, when the swf's host page closes, the sound 
stops within a second or less. In which browser configuration(s) are 
you having this problem? If you're using Flash to call a new page, 
call stopAllSounds() at the same time.

- Marc

At 09:20 AM 2/23/2006, you wrote:

>I wonder if anyone found a solution: The problem is that I have a
>loaded a external soundfile in a swf file and if the user leaves the 
>page, the sound keeps playing.
>
>Thanks Thomas.
>
>
>Thomas Arnoldi
>[EMAIL PROTECTED]
>www.syntheticdesign.dk <http://www.syntheticdesign.dk/>


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RE: [Flashcoders] sound problem

2006-02-24 Thread Martin Klasson

I don't like using stopAllSounds(), I just looks at it as old and
deprecated in my eyes. I rather code so that I know of all sounds via a
soundmanager or other solutions.

I have had problems sometimes with different browsers and and how tabs
works.

Once a stopAllSounds()-trigger also made the other opened browser to
stop its sound that waas playing in another flash, at another domain..

Strange that was, but I guess it has more to do with the browsers way of
handling than the flash in some issues regarding when sounds sometimes
stops when switching tabs, and sometimes it doesn't.

But the player has a role in it to..
-but, yeah, there can be some problems happening that we really cant
control ourselves unfortunately

/ martin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Arnoldi
Sent: den 23 februari 2006 18:57
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] sound problem

I've done that, and it works fine (stopAllSounds()); but it is when go
to
completely new site the problem occur - only in explorer. I've
experienced
it in other flash sites, but it seems most of them solved the problem. 

Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marc
Hoffman
Sent: 23. februar 2006 18:32
To: Flashcoders mailing list
Subject: Re: [Flashcoders] sound problem


In all my experience, when the swf's host page closes, the sound 
stops within a second or less. In which browser configuration(s) are 
you having this problem? If you're using Flash to call a new page, 
call stopAllSounds() at the same time.

- Marc

At 09:20 AM 2/23/2006, you wrote:

>I wonder if anyone found a solution: The problem is that I have a 
>loaded a external soundfile in a swf file and if the user leaves the 
>page, the sound keeps playing.
>
>Thanks Thomas.
>
>
>Thomas Arnoldi
>[EMAIL PROTECTED]
>www.syntheticdesign.dk <http://www.syntheticdesign.dk/>


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RE: [Flashcoders] sound problem

2006-02-23 Thread Thomas Arnoldi
I've done that, and it works fine (stopAllSounds()); but it is when go to
completely new site the problem occur - only in explorer. I've experienced
it in other flash sites, but it seems most of them solved the problem. 

Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marc Hoffman
Sent: 23. februar 2006 18:32
To: Flashcoders mailing list
Subject: Re: [Flashcoders] sound problem


In all my experience, when the swf's host page closes, the sound 
stops within a second or less. In which browser configuration(s) are 
you having this problem? If you're using Flash to call a new page, 
call stopAllSounds() at the same time.

- Marc

At 09:20 AM 2/23/2006, you wrote:

>I wonder if anyone found a solution: The problem is that I have a 
>loaded a external soundfile in a swf file and if the user leaves the 
>page, the sound keeps playing.
>
>Thanks Thomas.
>
>
>Thomas Arnoldi
>[EMAIL PROTECTED]
>www.syntheticdesign.dk <http://www.syntheticdesign.dk/>


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Re: [Flashcoders] sound problem

2006-02-23 Thread Nick Gerig

I think you need to set the scope of the sound when you do new Sound(scope)


cheers

Nick

Thomas Arnoldi wrote:


I don't know about tabbed browser, but when I back click on explorer, the
sound keeps playing. It doesn't in firefox.


Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim Berkey
Sent: 23. februar 2006 18:29
To: Flashcoders mailing list
Subject: Re: [Flashcoders] sound problem


Do you mean in a 'tabbed' browser, so that the tab with the sound on it 
stays active after moving to another tab? That's the only time I've 
encountered that.
- Original Message - 
From: "Thomas Arnoldi" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, February 23, 2006 12:20 PM
Subject: [Flashcoders] sound problem


 


Hi all,

I wonder if anyone found a solution: The problem is that I have a 
loaded a external soundfile in a swf file and if the user leaves the 
page, the sound keeps playing.


Thanks Thomas.


Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk <http://www.syntheticdesign.dk/>


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RE: [Flashcoders] sound problem

2006-02-23 Thread Thomas Arnoldi
I don't know about tabbed browser, but when I back click on explorer, the
sound keeps playing. It doesn't in firefox.


Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk
tlf. 36 44 99 98


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim Berkey
Sent: 23. februar 2006 18:29
To: Flashcoders mailing list
Subject: Re: [Flashcoders] sound problem


Do you mean in a 'tabbed' browser, so that the tab with the sound on it 
stays active after moving to another tab? That's the only time I've 
encountered that.
- Original Message - 
From: "Thomas Arnoldi" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 23, 2006 12:20 PM
Subject: [Flashcoders] sound problem


> Hi all,
>
> I wonder if anyone found a solution: The problem is that I have a 
> loaded a external soundfile in a swf file and if the user leaves the 
> page, the sound keeps playing.
>
> Thanks Thomas.
>
>
> Thomas Arnoldi
> [EMAIL PROTECTED]
> www.syntheticdesign.dk <http://www.syntheticdesign.dk/>
>
>
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> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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Re: [Flashcoders] sound problem

2006-02-23 Thread Marc Hoffman
In all my experience, when the swf's host page closes, the sound 
stops within a second or less. In which browser configuration(s) are 
you having this problem? If you're using Flash to call a new page, 
call stopAllSounds() at the same time.


- Marc

At 09:20 AM 2/23/2006, you wrote:


I wonder if anyone found a solution: The problem is that I have a loaded a
external soundfile in a swf file and if the user leaves the page, the sound
keeps playing.

Thanks Thomas.


Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk 



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Re: [Flashcoders] sound problem

2006-02-23 Thread Jim Berkey
Do you mean in a 'tabbed' browser, so that the tab with the sound on it 
stays active after moving to another tab? That's the only time I've 
encountered that.
- Original Message - 
From: "Thomas Arnoldi" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, February 23, 2006 12:20 PM
Subject: [Flashcoders] sound problem



Hi all,

I wonder if anyone found a solution: The problem is that I have a loaded a
external soundfile in a swf file and if the user leaves the page, the 
sound

keeps playing.

Thanks Thomas.


Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk <http://www.syntheticdesign.dk/>


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[Flashcoders] sound problem

2006-02-23 Thread Thomas Arnoldi
Hi all, 
 
I wonder if anyone found a solution: The problem is that I have a loaded a
external soundfile in a swf file and if the user leaves the page, the sound
keeps playing. 
 
Thanks Thomas. 
 
 
Thomas Arnoldi
[EMAIL PROTECTED]
www.syntheticdesign.dk  
 
 
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[Flashcoders] Sound object issue / OnEnterFrameBeacon?

2005-11-17 Thread Flash Coder
Hi,

I have run into a strange problem (developing in Flash Studio 8).

I have a class that starts streaming a mp3 file in a Sound object.
When I do this alone, it works perfectly. But as soon as I also
animate something with the Tween class (using OnEnterFrameBeacon), the
mp3 stops playing at random positions.

Any suggestions?

---

Application class:

[code]

import com.application.StreamedSound;
import com.application.Logo;

class com.application.Application {

private var _mcRoot:MovieClip;


function Application(mcRoot:MovieClip){

_mcRoot = mcRoot;

createLogo();
createSound();

}

private function createLogo():Void{
new Logo(_mcRoot.mcLogo);
}

private function createSound():Void{

var streamedsoundTest:StreamedSound = new StreamedSound(_mcRoot);

}
}

[/code]

---

StreamedSound class:

[code]

class com.application.StreamedSound {

private var _mcRoot:MovieClip;

private var _soundTest:Sound;

function StreamedSound(mcRoot:MovieClip){

_mcRoot = mcRoot;

loadSound();
}

private function loadSound():Void{

var mcSoundContainer:MovieClip =
_mcRoot.createEmptyMovieClip("mcSoundContainer",10);

_soundTest = new Sound();

_soundTest.loadSound("media/mp3/test.mp3",true);

}
}

[/code]

---

Logo class:

[code]

import com.movement.tween.easing.*;
import com.movement.tween.Tween;

class com.application.Logo {

// instance properties
private var _mcLogo:MovieClip;

function Logo(mcLogo:MovieClip){

_mcLogo = mcLogo;

createLoadingTween();
}

private function createLoadingTween():Void{

var objLoadingListener:Object = new Object();
objLoadingListener.onMotionFinished = function():Void{
tweenLoading.yoyo();
}

var tweenLoading:Tween = new
Tween(_mcLogo,"_alpha",Quad.easeInOut,45,10,20);
tweenLoading.addEventListener("onMotionFinished",objLoadingListener);

}

}

[/code]


Thanks.
Tony
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[Flashcoders] Sound object issue / OnEnterFrameBeacon?

2005-11-17 Thread Flash Coder
Hi,

I have run into a strange problem (I work in Flash Studio 8).

I have a class that starts streaming a mp3 file in a Sound object.
When I do this alone, it works perfectly. But as soon as I also
animate something with the Tween class (using OnEnterFrameBeacon), the
mp3 stops playing at random positions.

Any suggestions?

---

Application class:

[code]

import com.application.StreamedSound;
import com.application.Logo;

class com.application.Application {

private var _mcRoot:MovieClip;


function Application(mcRoot:MovieClip){

_mcRoot = mcRoot;

createLogo();
createSound();

}

private function createLogo():Void{
new Logo(_mcRoot.mcLogo);
}

private function createSound():Void{

var streamedsoundTest:StreamedSound = new 
StreamedSound(_mcRoot);

}
}

[/code]

---

StreamedSound class:

[code]

class com.application.StreamedSound {

private var _mcRoot:MovieClip;

private var _soundTest:Sound;

function StreamedSound(mcRoot:MovieClip){

_mcRoot = mcRoot;

loadSound();
}

private function loadSound():Void{

var mcSoundContainer:MovieClip =
_mcRoot.createEmptyMovieClip("mcSoundContainer",10);

_soundTest = new Sound();

_soundTest.loadSound("media/mp3/test.mp3",true);

}
}

[/code]

---

Logo class:

[code]

import com.movement.tween.easing.*;
import com.movement.tween.Tween;

class com.application.Logo {

// instance properties
private var _mcLogo:MovieClip;

function Logo(mcLogo:MovieClip){

_mcLogo = mcLogo;

createLoadingTween();
}

private function createLoadingTween():Void{

var objLoadingListener:Object = new Object();
objLoadingListener.onMotionFinished = function():Void{
tweenLoading.yoyo();
}

var tweenLoading:Tween = new
Tween(_mcLogo,"_alpha",Quad.easeInOut,45,10,20);

tweenLoading.addEventListener("onMotionFinished",objLoadingListener);

}

}

[/code]


Thanks.
Tony
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Re: [Flashcoders] sound fadeOut

2005-11-08 Thread brian groth
I made this object to take care of this autofade. You init it with the sound
mc and update interval i ms.
You can then call it with (target volume, length of fade time and delay)
 Hope you find it usefull:
 class SoundAuto extends Sound{

private var intervalId:Number
private var targetFadeVal:Number
private var startFadeVal:Number
private var fadeStep:Number
private var updateFreq:Number
public var onFadeChange:Function

function SoundAuto(pMc:MovieClip, pUpdateFreq:Number){
super(pMc)
updateFreq = pUpdateFreq

trace("Soundauto constructor")
}

public function fadeTo(pTargetVol:Number, pTime:Number, pDelay:Number):Void{
//clear interval
if (intervalId) {
clearInterval(intervalId)
}

//if delay comeback later
if(pDelay){
intervalId = setInterval(this, "fadeTo", pDelay, pTargetVol, pTime)
return
}

var curVol = this.getVolume()
startFadeVal = curVol
targetFadeVal = pTargetVol
//vol step per ms
fadeStep = (targetFadeVal - curVol)/pTime

intervalId = setInterval(this, "autoFade", updateFreq)

var newVol = Math.round(curVol + (fadeStep * (pTime/updateFreq)))
this.setVolume(newVol)

}

private function autoFade(Void):Void{
var curVol = this.getVolume()
var newVol = Math.round(curVol + (fadeStep * updateFreq))
this.setVolume(newVol)
if (startFadeVal < targetFadeVal){
if (newVol >= targetFadeVal){
fadeComplete()
return
}
} else {
if (newVol <= targetFadeVal){
fadeComplete()
return
}
}
//call onFade function
onFade()
}

private function fadeComplete(Void):Void{
this.setVolume(targetFadeVal)
onFadeChange(this.getVolume()); // execute callback for each change in fade
value, pass newVal to assigned function
clearInterval(intervalId)
intervalId = null
}

private function onFade(Void):Void{
onFadeChange(this.getVolume()); // execute callback for each change in fade
value, pass newVal to assigned function
}
}

Brian
  On 11/7/05, eric dolecki <[EMAIL PROTECTED]> wrote:
>
> Basically yes :)
>
> Flash has no notion of decibels - there are probably formulas out there to
> try and approximate that logarithmic curve and apply it to your audio to
> get
> a more natural response. Its a interesting topic at least ;)
>
> e.dolecki
>
> On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > ok. are you talking about decibels being logarithmic and not linear? ie.
> > decibel * 2 doesn't mean "heard volume" * 2.
> >
> > anyway this is getting off topic but i'm sure you're right about this
> > whole thing anyway :)..
> >
> >
> > eric dolecki wrote:
> > > I guess I'm saying that any audio fading up or down should probably
> not
> > be
> > > done linearly ever - while mathematically accurate, to the human ear
> it
> > > doesn't sound right. You'll notice no change and then zm... a
> really
> > > quick fade down... when what you wanted was something "even" if you
> know
> > > what I mean.
> > >
> > > e.dolecki
> > >
> > > On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >> so then the code here would work since it's not "linear".
> > >>
> > >> but i'm not sure what you mean by "linear adjustments prove to sound
> > >> highly inaccurate"? in this case i don't think it matters anyway
> since
> > >> it's just a small change of volume and he's probably not coding some
> > >> online dj mixing software. or maybe he is.. :)
> > >>
> > >> andreas
> > >>
> > >>
> > >> Eric E. Dolecki wrote:
> > >>> I've found that linear adjustments prove to sound highly inaccurate
> -
> > or
> > >>> strange. You'll notice no difference, and then the change will be
> > quite
> > >>> abrupt. So be careful with these kinds of things - linear is
> probably
> > >>> not the best way to go.
> > >>>
> > >>> e.dolecki
> > >>>
> > >>>
> > >>> On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:
> > >>>
> >  If you want to keep things simple, and the volume fade doesn't need
> > to
> >  be linear, couldn't you just run a soundUpdate function and keep
> > track
> >  of the volume in a variable. something like this:
> > 
> > 
> >  var volume = 0;
> >  var destVolume = 100;
> > 
> >  setInterval(soundUpdate, 100);
> > 
> >  function soundUpdate() {
> >  volume += (destVolume - volume) / 20;
> >  track.setVolume(volume);
> >  }
> > 
> >  then when you need the volume to change you could just do:
> > 
> >  on (rollOver) {
> >  destVolume = 0;
> >  }
> > 
> >  then maybe add another interval that sets destVolume back to 100.
> you
> >  could probably replace the "volume += (destVolume .." with
> something
> >  better but at least it should work. :)
> > 
> >  Andreas
> > 
> >  MetaArt wrote:
> > > In my movie, I have a jingle, that is loaded by this code:
> > >
> > >>
> >
> code:---
> > > ---track = new Sound();
> > > track.loadSound("everybody.mp3", true);
> > > track.setVolume(0);
> > > vol = 0;
> > > fade = setInterval(fadeIn, 100);
> > >

Re: [Flashcoders] sound fadeOut: strange behavior - solved

2005-11-07 Thread MetaArt
Well, I have solved both the problems;
1) for the fadeIn / fadeOut question, I assume this solution: instead that
put the loadSound code on main timeline, I have done a new mc, with two
frame inside. At the first frame, insert the code below

stop();
track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
var volume = 0;
var destVolume = 100;
setInterval(soundUpdate, 100);
function soundUpdate() {
 volume += (destVolume-volume)/20;
 track.setVolume(volume);
}

and at second frame the code below

stop();
var destVolume = 0;
setInterval(soundUpdate, 100);
function soundUpdate() {
 volume += (destVolume-volume)/20;
 track.setVolume(volume);
}

To obtain that the fadeOut effect start, the button have the below code in
rolloOver action

_root.track.gotoAndStop(2);

where 'track' is the instance name of the mc above. Now, all works fine.
2) and, always strange, now works fine in HTML page too.

 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it

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[Flashcoders] sound fadeOut: strange behavior

2005-11-07 Thread MetaArt
I have tryed the andreas suggestion, but don't work. The jingle volume
continue to be the previous (fadingIn to 90).
But the strange news is another: if I do a test movie inside Flash, the
sound of jingle is loaded and faded (code below), but if I test within HTML
page, no sound is loaded...
How is possible?

track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
var vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
 vol += 1;
 track.setVolume(vol);
 if (vol>=90) {
  clearInterval(fade);
 }
}



 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it

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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread eric dolecki
Basically yes :)

Flash has no notion of decibels - there are probably formulas out there to
try and approximate that logarithmic curve and apply it to your audio to get
a more natural response. Its a interesting topic at least ;)

e.dolecki

On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> ok. are you talking about decibels being logarithmic and not linear? ie.
> decibel * 2 doesn't mean "heard volume" * 2.
>
> anyway this is getting off topic but i'm sure you're right about this
> whole thing anyway :)..
>
>
> eric dolecki wrote:
> > I guess I'm saying that any audio fading up or down should probably not
> be
> > done linearly ever - while mathematically accurate, to the human ear it
> > doesn't sound right. You'll notice no change and then zm... a really
> > quick fade down... when what you wanted was something "even" if you know
> > what I mean.
> >
> > e.dolecki
> >
> > On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >> so then the code here would work since it's not "linear".
> >>
> >> but i'm not sure what you mean by "linear adjustments prove to sound
> >> highly inaccurate"? in this case i don't think it matters anyway since
> >> it's just a small change of volume and he's probably not coding some
> >> online dj mixing software. or maybe he is.. :)
> >>
> >> andreas
> >>
> >>
> >> Eric E. Dolecki wrote:
> >>> I've found that linear adjustments prove to sound highly inaccurate -
> or
> >>> strange. You'll notice no difference, and then the change will be
> quite
> >>> abrupt. So be careful with these kinds of things - linear is probably
> >>> not the best way to go.
> >>>
> >>> e.dolecki
> >>>
> >>>
> >>> On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:
> >>>
>  If you want to keep things simple, and the volume fade doesn't need
> to
>  be linear, couldn't you just run a soundUpdate function and keep
> track
>  of the volume in a variable. something like this:
> 
> 
>  var volume = 0;
>  var destVolume = 100;
> 
>  setInterval(soundUpdate, 100);
> 
>  function soundUpdate() {
>  volume += (destVolume - volume) / 20;
>  track.setVolume(volume);
>  }
> 
>  then when you need the volume to change you could just do:
> 
>  on (rollOver) {
>  destVolume = 0;
>  }
> 
>  then maybe add another interval that sets destVolume back to 100. you
>  could probably replace the "volume += (destVolume .." with something
>  better but at least it should work. :)
> 
>  Andreas
> 
>  MetaArt wrote:
> > In my movie, I have a jingle, that is loaded by this code:
> >
> >>
> code:---
> > ---track = new Sound();
> > track.loadSound("everybody.mp3", true);
> > track.setVolume(0);
> > vol = 0;
> > fade = setInterval(fadeIn, 100);
> > function fadeIn() {
> > vol += 1;
> > track.setVolume(vol);
> > if (vol>=90) {
> > clearInterval(fade);
> > }
> >
> >>
> };--
> > 
> > during playback of this jingle, is possible that happens an event (a
> > rollOver action) by the user that start the playback of an other
> > audio file,
> > this time a talkin' human voice.
> > The problem is that the jingle cover the voice, or whatever the two
> > audios
> > overlaps.
> > Therefore, I want do something that, on rollOver, do the jingle has
> a
> > fast
> > fadeOut, starting by the volume level where it is.
> > How can I obtain this?
> > Enrico Tomaselli
> > +> web designer <+
> > [EMAIL PROTECTED]
> > http://www.metatad.it
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>  ___
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> >>>
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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread [EMAIL PROTECTED]
ok. are you talking about decibels being logarithmic and not linear? ie. 
decibel * 2 doesn't mean "heard volume" * 2.


anyway this is getting off topic but i'm sure you're right about this 
whole thing anyway :)..



eric dolecki wrote:

I guess I'm saying that any audio fading up or down should probably not be
done linearly ever - while mathematically accurate, to the human ear it
doesn't sound right. You'll notice no change and then zm... a really
quick fade down... when what you wanted was something "even" if you know
what I mean.

e.dolecki

On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

so then the code here would work since it's not "linear".

but i'm not sure what you mean by "linear adjustments prove to sound
highly inaccurate"? in this case i don't think it matters anyway since
it's just a small change of volume and he's probably not coding some
online dj mixing software. or maybe he is.. :)

andreas


Eric E. Dolecki wrote:

I've found that linear adjustments prove to sound highly inaccurate - or
strange. You'll notice no difference, and then the change will be quite
abrupt. So be careful with these kinds of things - linear is probably
not the best way to go.

e.dolecki


On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:


If you want to keep things simple, and the volume fade doesn't need to
be linear, couldn't you just run a soundUpdate function and keep track
of the volume in a variable. something like this:


var volume = 0;
var destVolume = 100;

setInterval(soundUpdate, 100);

function soundUpdate() {
volume += (destVolume - volume) / 20;
track.setVolume(volume);
}

then when you need the volume to change you could just do:

on (rollOver) {
destVolume = 0;
}

then maybe add another interval that sets destVolume back to 100. you
could probably replace the "volume += (destVolume .." with something
better but at least it should work. :)

Andreas

MetaArt wrote:

In my movie, I have a jingle, that is loaded by this code:


code:---

---track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
vol += 1;
track.setVolume(vol);
if (vol>=90) {
clearInterval(fade);
}


};--


during playback of this jingle, is possible that happens an event (a
rollOver action) by the user that start the playback of an other
audio file,
this time a talkin' human voice.
The problem is that the jingle cover the voice, or whatever the two
audios
overlaps.
Therefore, I want do something that, on rollOver, do the jingle has a
fast
fadeOut, starting by the volume level where it is.
How can I obtain this?
Enrico Tomaselli
+> web designer <+
[EMAIL PROTECTED]
http://www.metatad.it
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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread eric dolecki
I guess I'm saying that any audio fading up or down should probably not be
done linearly ever - while mathematically accurate, to the human ear it
doesn't sound right. You'll notice no change and then zm... a really
quick fade down... when what you wanted was something "even" if you know
what I mean.

e.dolecki

On 11/7/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> so then the code here would work since it's not "linear".
>
> but i'm not sure what you mean by "linear adjustments prove to sound
> highly inaccurate"? in this case i don't think it matters anyway since
> it's just a small change of volume and he's probably not coding some
> online dj mixing software. or maybe he is.. :)
>
> andreas
>
>
> Eric E. Dolecki wrote:
> > I've found that linear adjustments prove to sound highly inaccurate - or
> > strange. You'll notice no difference, and then the change will be quite
> > abrupt. So be careful with these kinds of things - linear is probably
> > not the best way to go.
> >
> > e.dolecki
> >
> >
> > On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:
> >
> >> If you want to keep things simple, and the volume fade doesn't need to
> >> be linear, couldn't you just run a soundUpdate function and keep track
> >> of the volume in a variable. something like this:
> >>
> >>
> >> var volume = 0;
> >> var destVolume = 100;
> >>
> >> setInterval(soundUpdate, 100);
> >>
> >> function soundUpdate() {
> >> volume += (destVolume - volume) / 20;
> >> track.setVolume(volume);
> >> }
> >>
> >> then when you need the volume to change you could just do:
> >>
> >> on (rollOver) {
> >> destVolume = 0;
> >> }
> >>
> >> then maybe add another interval that sets destVolume back to 100. you
> >> could probably replace the "volume += (destVolume .." with something
> >> better but at least it should work. :)
> >>
> >> Andreas
> >>
> >> MetaArt wrote:
> >>> In my movie, I have a jingle, that is loaded by this code:
> >>>
> code:---
> >>>
> >>> ---track = new Sound();
> >>> track.loadSound("everybody.mp3", true);
> >>> track.setVolume(0);
> >>> vol = 0;
> >>> fade = setInterval(fadeIn, 100);
> >>> function fadeIn() {
> >>> vol += 1;
> >>> track.setVolume(vol);
> >>> if (vol>=90) {
> >>> clearInterval(fade);
> >>> }
> >>>
> };--
> >>>
> >>> 
> >>> during playback of this jingle, is possible that happens an event (a
> >>> rollOver action) by the user that start the playback of an other
> >>> audio file,
> >>> this time a talkin' human voice.
> >>> The problem is that the jingle cover the voice, or whatever the two
> >>> audios
> >>> overlaps.
> >>> Therefore, I want do something that, on rollOver, do the jingle has a
> >>> fast
> >>> fadeOut, starting by the volume level where it is.
> >>> How can I obtain this?
> >>> Enrico Tomaselli
> >>> +> web designer <+
> >>> [EMAIL PROTECTED]
> >>> http://www.metatad.it
> >>> ___
> >>> Flashcoders mailing list
> >>> Flashcoders@chattyfig.figleaf.com
> >>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >> ___
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> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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> >
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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread [EMAIL PROTECTED]

so then the code here would work since it's not "linear".

but i'm not sure what you mean by "linear adjustments prove to sound 
highly inaccurate"? in this case i don't think it matters anyway since 
it's just a small change of volume and he's probably not coding some 
online dj mixing software. or maybe he is.. :)


andreas


Eric E. Dolecki wrote:
I've found that linear adjustments prove to sound highly inaccurate - or 
strange. You'll notice no difference, and then the change will be quite 
abrupt. So be careful with these kinds of things - linear is probably 
not the best way to go.


e.dolecki


On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:

If you want to keep things simple, and the volume fade doesn't need to 
be linear, couldn't you just run a soundUpdate function and keep track 
of the volume in a variable. something like this:



var volume = 0;
var destVolume = 100;

setInterval(soundUpdate, 100);

function soundUpdate() {
volume += (destVolume - volume) / 20;
track.setVolume(volume);
}

then when you need the volume to change you could just do:

on (rollOver) {
destVolume = 0;
}

then maybe add another interval that sets destVolume back to 100. you 
could probably replace the "volume += (destVolume .." with something 
better but at least it should work. :)


Andreas

MetaArt wrote:

In my movie, I have a jingle, that is loaded by this code:
code:--- 


---track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
vol += 1;
track.setVolume(vol);
if (vol>=90) {
clearInterval(fade);
}
};-- 



during playback of this jingle, is possible that happens an event (a
rollOver action) by the user that start the playback of an other 
audio file,

this time a talkin' human voice.
The problem is that the jingle cover the voice, or whatever the two 
audios

overlaps.
Therefore, I want do something that, on rollOver, do the jingle has a 
fast

fadeOut, starting by the volume level where it is.
How can I obtain this?
 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it
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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread Eric E. Dolecki
I've found that linear adjustments prove to sound highly inaccurate -  
or strange. You'll notice no difference, and then the change will be  
quite abrupt. So be careful with these kinds of things - linear is  
probably not the best way to go.


e.dolecki


On Nov 7, 2005, at 5:21 AM, [EMAIL PROTECTED] wrote:

If you want to keep things simple, and the volume fade doesn't need  
to be linear, couldn't you just run a soundUpdate function and keep  
track of the volume in a variable. something like this:



var volume = 0;
var destVolume = 100;

setInterval(soundUpdate, 100);

function soundUpdate() {
volume += (destVolume - volume) / 20;
track.setVolume(volume);
}

then when you need the volume to change you could just do:

on (rollOver) {
destVolume = 0;
}

then maybe add another interval that sets destVolume back to 100.  
you could probably replace the "volume += (destVolume .." with  
something better but at least it should work. :)


Andreas

MetaArt wrote:

In my movie, I have a jingle, that is loaded by this code:
code: 
---

---track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
vol += 1;
track.setVolume(vol);
if (vol>=90) {
clearInterval(fade);
}
};--- 
---


during playback of this jingle, is possible that happens an event (a
rollOver action) by the user that start the playback of an other  
audio file,

this time a talkin' human voice.
The problem is that the jingle cover the voice, or whatever the  
two audios

overlaps.
Therefore, I want do something that, on rollOver, do the jingle  
has a fast

fadeOut, starting by the volume level where it is.
How can I obtain this?
 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it
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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread [EMAIL PROTECTED]
If you want to keep things simple, and the volume fade doesn't need to 
be linear, couldn't you just run a soundUpdate function and keep track 
of the volume in a variable. something like this:



var volume = 0;
var destVolume = 100;

setInterval(soundUpdate, 100);

function soundUpdate() {
volume += (destVolume - volume) / 20;
track.setVolume(volume);
}

then when you need the volume to change you could just do:

on (rollOver) {
destVolume = 0;
}

then maybe add another interval that sets destVolume back to 100. you 
could probably replace the "volume += (destVolume .." with something 
better but at least it should work. :)


Andreas

MetaArt wrote:

In my movie, I have a jingle, that is loaded by this code:

code:---
---track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
vol += 1;
track.setVolume(vol);
if (vol>=90) {
clearInterval(fade);
}
};--

during playback of this jingle, is possible that happens an event (a
rollOver action) by the user that start the playback of an other audio file,
this time a talkin' human voice.
The problem is that the jingle cover the voice, or whatever the two audios
overlaps.
Therefore, I want do something that, on rollOver, do the jingle has a fast
fadeOut, starting by the volume level where it is.
How can I obtain this?


 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it

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Re: [Flashcoders] sound fadeOut

2005-11-07 Thread Pascal FODOR
Hi,

Here is a Sound prototype I often use. You can also easily set it as a
function in a sound class:

Sound.prototype.volumeTo=function(nTarget:Number,step:Number,post_func:Funct
ion){
var a=nTarget - this.getVolume();
var v=this.getVolume();
var dir=a/Math.abs(a);
if(this["_soundfade_ID"]!=undefined){
if (nTarget != v) {
if (Math.abs(nTarget - v)>step && v>=0 && v<=100) {
this.setVolume(v+(step*dir));
} else {

this.setVolume(nTarget);
}
} else {
clearInterval(this["_soundfade_ID"]);
delete this["_soundfade_ID"];
if(post_func != undefined){
post_func();
}
}
} else if(nTarget != v){

this["_soundfade_ID"]=setInterval(this,"volumeTo",50,nTarget,step,post_func)
;
}
}


On 7/11/05 11:00, "MetaArt" <[EMAIL PROTECTED]> wrote:

> In my movie, I have a jingle, that is loaded by this code:
> 
> code:---
> ---track = new Sound();
> track.loadSound("everybody.mp3", true);
> track.setVolume(0);
> vol = 0;
> fade = setInterval(fadeIn, 100);
> function fadeIn() {
> vol += 1;
> track.setVolume(vol);
> if (vol>=90) {
> clearInterval(fade);
> }
> };--
> 
> during playback of this jingle, is possible that happens an event (a
> rollOver action) by the user that start the playback of an other audio file,
> this time a talkin' human voice.
> The problem is that the jingle cover the voice, or whatever the two audios
> overlaps.
> Therefore, I want do something that, on rollOver, do the jingle has a fast
> fadeOut, starting by the volume level where it is.
> How can I obtain this?
> 
> 
>  Enrico Tomaselli
>   +> web designer <+
>   [EMAIL PROTECTED]
> http://www.metatad.it
> 
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> 

__
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http://www.flashavplayers.com
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[Flashcoders] sound fadeOut

2005-11-07 Thread MetaArt
In my movie, I have a jingle, that is loaded by this code:

code:---
---track = new Sound();
track.loadSound("everybody.mp3", true);
track.setVolume(0);
vol = 0;
fade = setInterval(fadeIn, 100);
function fadeIn() {
vol += 1;
track.setVolume(vol);
if (vol>=90) {
clearInterval(fade);
}
};--

during playback of this jingle, is possible that happens an event (a
rollOver action) by the user that start the playback of an other audio file,
this time a talkin' human voice.
The problem is that the jingle cover the voice, or whatever the two audios
overlaps.
Therefore, I want do something that, on rollOver, do the jingle has a fast
fadeOut, starting by the volume level where it is.
How can I obtain this?


 Enrico Tomaselli
  +> web designer <+
  [EMAIL PROTECTED]
http://www.metatad.it

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