[Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread quinrou .
Hi all,

I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.

I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;

This mp3 plays when the application starts and keeps on looping. However as
soon as a swf with an embedded flv on the timeline (which also contains
sound) starts playing the mp3 then stops playing. there's no code which tell
mp3 to stop playing when the swf starts...

It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the problem.

Many thanks
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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread Sidney de Koning

Hi Quinrou,

I have exactly the same with an AIR project i'm building.
I have not found a fix, there is an explanation i'm reading right now,  
it is in dutch, however the code should help you.


http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

Hope this helps you,

Sidney


On May 6, 2008, at 1:22 PM, quinrou . wrote:


Hi all,

I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.

I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;

This mp3 plays when the application starts and keeps on looping.  
However as
soon as a swf with an embedded flv on the timeline (which also  
contains
sound) starts playing the mp3 then stops playing. there's no code  
which tell

mp3 to stop playing when the swf starts...

It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the  
problem.


Many thanks
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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread quinrou .
Sidney,

Thanks for this but I think i will need to get the explaination coz the code
isn't fully there. i.e. There no method

completeHandler

which is used in the last example which is i think the one I am the
most interested in since it
looks very similar to the on I have.

Anyone else who has a solution for this problem?

thanks


On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning [EMAIL PROTECTED]
wrote:

 Hi Quinrou,

 I have exactly the same with an AIR project i'm building.
 I have not found a fix, there is an explanation i'm reading right now, it
 is in dutch, however the code should help you.

 http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

 Hope this helps you,

 Sidney



 On May 6, 2008, at 1:22 PM, quinrou . wrote:

  Hi all,
 
  I am having a very strange behavior with the Sound object.
  I will try to describe the problem as accurate as possible.
 
  I have a mp3 which I have embedded in class like this
  [Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
  private var Loop:Class;
 
  This mp3 plays when the application starts and keeps on looping. However
  as
  soon as a swf with an embedded flv on the timeline (which also contains
  sound) starts playing the mp3 then stops playing. there's no code which
  tell
  mp3 to stop playing when the swf starts...
 
  It looks like the swf overrides the mp3 sound channel.
  Has anyone experienced behavior and how did ou manage to fix the
  problem.
 
  Many thanks
  ___
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 Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread quinrou .
Hi Glen,

I know I need to invoke the stop method to stop a sound object but what I am
looking for is to have my mp3 and the sound in the swf playing at the same
time. what is happening at the moment is that the sound in the swf overrides
the mp3 soundchannel and therefore causes the mp3 to stop without me calling
the stop method.

thanks



On Tue, May 6, 2008 at 1:38 PM, Glen Pike [EMAIL PROTECTED] wrote:

 Hi,

   If you want to stop the Embedded sound playing you need to save the
 SoundChannel object returned from calling play() on the Sound object:
 I guess you need to call stop() on your sound channel when your SWF
 loads.
 Here is a snippet of my code for a game - I stored my sound assets in
 a single object, in which I also put any SoundChannel objects that I had for
 looping sounds or sounds I wanted to stop / manipulate:

   [Embed (source = ../resources/graphics.swf, symbol=MotherShip)]
   private var MotherShip:Class;

   _sounds = new Object();
 _sounds.mothership = new SndMotherShip() as SoundAsset;

   _sounds.mothership_stop = _sounds.mothership.play(0, 100) as
 SoundChannel;
   //trace(showMotherShip  + _sounds.mothership_stop);
   var pan:Number = ( _motherShip.x / _width) - 0.5;
   SoundChannel(_sounds.mothership_stop).soundTransform = new
 SoundTransform(1, pan);

   HTH

   Glen


 quinrou . wrote:

  Sidney,
 
  Thanks for this but I think i will need to get the explaination coz the
  code
  isn't fully there. i.e. There no method
 
  completeHandler
 
  which is used in the last example which is i think the one I am the
  most interested in since it
  looks very similar to the on I have.
 
  Anyone else who has a solution for this problem?
 
  thanks
 
 
  On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning 
  [EMAIL PROTECTED]
  wrote:
 
 
 
   Hi Quinrou,
  
   I have exactly the same with an AIR project i'm building.
   I have not found a fix, there is an explanation i'm reading right now,
   it
   is in dutch, however the code should help you.
  
   http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42
  
   Hope this helps you,
  
   Sidney
  
  
  
   On May 6, 2008, at 1:22 PM, quinrou . wrote:
  
Hi all,
  
  
I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.
   
I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;
   
This mp3 plays when the application starts and keeps on looping.
However
as
soon as a swf with an embedded flv on the timeline (which also
contains
sound) starts playing the mp3 then stops playing. there's no code
which
tell
mp3 to stop playing when the swf starts...
   
It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the
problem.
   
Many thanks
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 --

 Glen Pike
 01326 218440
 www.glenpike.co.uk http://www.glenpike.co.uk


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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread Glen Pike

Apologies, I misunderstood what you wanted to do.

If you google around for sound and embedded flv people seem to be 
having a few problems so I am guessing this may be a bigger issue and 
would not surprise me if there is a bug in there somewhere or maybe a 
feature of the player.  I had one a while ago where calling 
stopallsounds stopped all sounds, across every browser tab - f*g 
annoying if you are listening to internet radio or similar.


Sorry I can't be any more help...

Glen

quinrou . wrote:

Hi Glen,

I know I need to invoke the stop method to stop a sound object but what I am
looking for is to have my mp3 and the sound in the swf playing at the same
time. what is happening at the moment is that the sound in the swf overrides
the mp3 soundchannel and therefore causes the mp3 to stop without me calling
the stop method.

thanks



On Tue, May 6, 2008 at 1:38 PM, Glen Pike [EMAIL PROTECTED] wrote:

  

Hi,

  If you want to stop the Embedded sound playing you need to save the
SoundChannel object returned from calling play() on the Sound object:
I guess you need to call stop() on your sound channel when your SWF
loads.
Here is a snippet of my code for a game - I stored my sound assets in
a single object, in which I also put any SoundChannel objects that I had for
looping sounds or sounds I wanted to stop / manipulate:

  [Embed (source = ../resources/graphics.swf, symbol=MotherShip)]
  private var MotherShip:Class;

  _sounds = new Object();
_sounds.mothership = new SndMotherShip() as SoundAsset;

  _sounds.mothership_stop = _sounds.mothership.play(0, 100) as
SoundChannel;
  //trace(showMotherShip  + _sounds.mothership_stop);
  var pan:Number = ( _motherShip.x / _width) - 0.5;
  SoundChannel(_sounds.mothership_stop).soundTransform = new
SoundTransform(1, pan);

  HTH

  Glen


quinrou . wrote:



Sidney,

Thanks for this but I think i will need to get the explaination coz the
code
isn't fully there. i.e. There no method

completeHandler

which is used in the last example which is i think the one I am the
most interested in since it
looks very similar to the on I have.

Anyone else who has a solution for this problem?

thanks


On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning 
[EMAIL PROTECTED]
wrote:



  

Hi Quinrou,

I have exactly the same with an AIR project i'm building.
I have not found a fix, there is an explanation i'm reading right now,
it
is in dutch, however the code should help you.

http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

Hope this helps you,

Sidney



On May 6, 2008, at 1:22 PM, quinrou . wrote:

 Hi all,




I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.

I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;

This mp3 plays when the application starts and keeps on looping.
However
as
soon as a swf with an embedded flv on the timeline (which also
contains
sound) starts playing the mp3 then stops playing. there's no code
which
tell
mp3 to stop playing when the swf starts...

It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the
problem.

Many thanks
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--

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01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk


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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread Glen Pike

Hi,

   If you want to stop the Embedded sound playing you need to save the 
SoundChannel object returned from calling play() on the Sound object:
  
   I guess you need to call stop() on your sound channel when your SWF 
loads.
  
   Here is a snippet of my code for a game - I stored my sound assets 
in a single object, in which I also put any SoundChannel objects that I 
had for looping sounds or sounds I wanted to stop / manipulate:


   [Embed (source = ../resources/graphics.swf, symbol=MotherShip)]
   private var MotherShip:Class;

   _sounds = new Object();
  
   _sounds.mothership = new SndMotherShip() as SoundAsset;


   _sounds.mothership_stop = _sounds.mothership.play(0, 100) as 
SoundChannel;

   //trace(showMotherShip  + _sounds.mothership_stop);
   var pan:Number = ( _motherShip.x / _width) - 0.5;
   SoundChannel(_sounds.mothership_stop).soundTransform = new 
SoundTransform(1, pan);


   HTH

   Glen

quinrou . wrote:

Sidney,

Thanks for this but I think i will need to get the explaination coz the code
isn't fully there. i.e. There no method

completeHandler

which is used in the last example which is i think the one I am the
most interested in since it
looks very similar to the on I have.

Anyone else who has a solution for this problem?

thanks


On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning [EMAIL PROTECTED]
wrote:

  

Hi Quinrou,

I have exactly the same with an AIR project i'm building.
I have not found a fix, there is an explanation i'm reading right now, it
is in dutch, however the code should help you.

http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

Hope this helps you,

Sidney



On May 6, 2008, at 1:22 PM, quinrou . wrote:

 Hi all,


I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.

I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;

This mp3 plays when the application starts and keeps on looping. However
as
soon as a swf with an embedded flv on the timeline (which also contains
sound) starts playing the mp3 then stops playing. there's no code which
tell
mp3 to stop playing when the swf starts...

It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the
problem.

Many thanks
___
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01326 218440
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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread quinrou .
no problem,

I think i have sort of managed to locate the bug to when and where it
occures My mp3 stops playing everytime a swf gets loaded regardless of it
containing a flv or not.

this pure madness...

thanks


On Tue, May 6, 2008 at 2:08 PM, Glen Pike [EMAIL PROTECTED] wrote:

 Apologies, I misunderstood what you wanted to do.

 If you google around for sound and embedded flv people seem to be
 having a few problems so I am guessing this may be a bigger issue and would
 not surprise me if there is a bug in there somewhere or maybe a feature of
 the player.  I had one a while ago where calling stopallsounds stopped all
 sounds, across every browser tab - f*g annoying if you are listening to
 internet radio or similar.

 Sorry I can't be any more help...

 Glen


 quinrou . wrote:

  Hi Glen,
 
  I know I need to invoke the stop method to stop a sound object but what
  I am
  looking for is to have my mp3 and the sound in the swf playing at the
  same
  time. what is happening at the moment is that the sound in the swf
  overrides
  the mp3 soundchannel and therefore causes the mp3 to stop without me
  calling
  the stop method.
 
  thanks
 
 
 
  On Tue, May 6, 2008 at 1:38 PM, Glen Pike [EMAIL PROTECTED]
  wrote:
 
 
 
   Hi,
  
If you want to stop the Embedded sound playing you need to save the
   SoundChannel object returned from calling play() on the Sound object:
  I guess you need to call stop() on your sound channel when your SWF
   loads.
  Here is a snippet of my code for a game - I stored my sound assets
   in
   a single object, in which I also put any SoundChannel objects that I
   had for
   looping sounds or sounds I wanted to stop / manipulate:
  
[Embed (source = ../resources/graphics.swf, symbol=MotherShip)]
private var MotherShip:Class;
  
_sounds = new Object();
  _sounds.mothership = new SndMotherShip() as SoundAsset;
  
_sounds.mothership_stop = _sounds.mothership.play(0, 100) as
   SoundChannel;
//trace(showMotherShip  + _sounds.mothership_stop);
var pan:Number = ( _motherShip.x / _width) - 0.5;
SoundChannel(_sounds.mothership_stop).soundTransform = new
   SoundTransform(1, pan);
  
HTH
  
Glen
  
  
   quinrou . wrote:
  
  
  
Sidney,
   
Thanks for this but I think i will need to get the explaination coz
the
code
isn't fully there. i.e. There no method
   
completeHandler
   
which is used in the last example which is i think the one I am the
most interested in since it
looks very similar to the on I have.
   
Anyone else who has a solution for this problem?
   
thanks
   
   
On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning 
[EMAIL PROTECTED]
wrote:
   
   
   
   
   
 Hi Quinrou,

 I have exactly the same with an AIR project i'm building.
 I have not found a fix, there is an explanation i'm reading right
 now,
 it
 is in dutch, however the code should help you.


 http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

 Hope this helps you,

 Sidney



 On May 6, 2008, at 1:22 PM, quinrou . wrote:

  Hi all,




  I am having a very strange behavior with the Sound object.
  I will try to describe the problem as accurate as possible.
 
  I have a mp3 which I have embedded in class like this
  [Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
  private var Loop:Class;
 
  This mp3 plays when the application starts and keeps on looping.
  However
  as
  soon as a swf with an embedded flv on the timeline (which also
  contains
  sound) starts playing the mp3 then stops playing. there's no
  code
  which
  tell
  mp3 to stop playing when the swf starts...
 
  It looks like the swf overrides the mp3 sound channel.
  Has anyone experienced behavior and how did ou manage to fix the
  problem.
 
  Many thanks
  ___
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
 
 
 
 
 
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 Flashcoders@chattyfig.figleaf.com
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   --
  
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   01326 218440
   www.glenpike.co.uk http://www.glenpike.co.uk
  
  
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Re: [Flashcoders] as3 sound and swf overriding one another

2008-05-06 Thread Folkert Hielema

the completeHandler is only to re dispatch the channels SOUND_COMPLETE

private function completeHandler(event: Event): void
   {
   dispatchEvent(new Event(Event.SOUND_COMPLETE));
   }

The Application (the mp3 player in this case) listens to the 
SOUND_COMPLETE and then starts a new song, after the new url is taken 
from the playlist. No fancy stuff there ;)


Folkert

quinrou . wrote:

Sidney,

Thanks for this but I think i will need to get the explaination coz the code
isn't fully there. i.e. There no method

completeHandler

which is used in the last example which is i think the one I am the
most interested in since it
looks very similar to the on I have.

Anyone else who has a solution for this problem?

thanks


On Tue, May 6, 2008 at 12:43 PM, Sidney de Koning [EMAIL PROTECTED]
wrote:

  

Hi Quinrou,

I have exactly the same with an AIR project i'm building.
I have not found a fix, there is an explanation i'm reading right now, it
is in dutch, however the code should help you.

http://nederflash.nl/blog/as3-tips%3A-error-2029-uitgelegt#comment-42

Hope this helps you,

Sidney



On May 6, 2008, at 1:22 PM, quinrou . wrote:

 Hi all,


I am having a very strange behavior with the Sound object.
I will try to describe the problem as accurate as possible.

I have a mp3 which I have embedded in class like this
[Embed(source='../../../../../embedded_assets/mp3/loop.mp3')]
private var Loop:Class;

This mp3 plays when the application starts and keeps on looping. However
as
soon as a swf with an embedded flv on the timeline (which also contains
sound) starts playing the mp3 then stops playing. there's no code which
tell
mp3 to stop playing when the swf starts...

It looks like the swf overrides the mp3 sound channel.
Has anyone experienced behavior and how did ou manage to fix the
problem.

Many thanks
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