Well here is my problem.
I want to do a previous and a next button for music soundtrack. What I mean is I dont want to have a button for each song. So now I dont know how to do a script that will each time jump to the next, or to the previous one.
At 10/1/05 06:04 PM, Rammer wrote: it loads a sound dynamically from a URL. works kinda like this
loadSound("http://rammerzworld.com/sound.m
p3", true)
OK, so I use that to load a sound from the URL... but how do I get the sound to play? In other words, could you/someone please show me an example code with that function in?
...
I am making a jump sound effect for a platformer, so I altered the code in the tut slightly... only problem with it is that if you hold down "up" while jumping it keeps on playing the sound over and over. (Not a loop, it just senses that you are holding down up.) Is there a way to stop that from happening?
This is the code I have for the character MC:
on (keyPress "<up>") {
_root.Sound01.gotoAndPlay(2);
}
And the sound clip is in an MC:
First frame code:
stop();
Last frame code:
gotoAndStop(1);
TIA
At 10/21/06 06:24 PM, 23450 wrote:
that has nothing to do with this tutorial, its because the format of the song your importing is not reconized by flash. what format is it in? it should be mp3 or wav ro work properly.
I'm having the exact same problem, and its in mp3 format, whats the problem?
I'm having, a problem I'm defining 4 sound variables early on in my game, and at places in the game I will tell one to stop and the next one to start. However, when I tell one sound to stop, they ALL stop, and when I tell one to start, they ALL start. Same thing happens if I try to set the volume for just one of them, it affects all of them. How can I fix this?
...
At 8/8/07 04:35 PM, edit-undo wrote: I'm having, a problem I'm defining 4 sound variables early on in my game, and at places in the game I will tell one to stop and the next one to start. However, when I tell one sound to stop, they ALL stop, and when I tell one to start, they ALL start. Same thing happens if I try to set the volume for just one of them, it affects all of them. How can I fix this?
Yes. By default, any pan or volume setting will affect all the sounds created with actionscript. To mess with individual sounds, create a movieclip and assign the sound to that movieclip. This way, you can pan and adjust volume on individual sounds
createEmptyMovieClip("SA", 56788);
createEmptyMovieClip("SB", 56789);
Death=new Sound(SA);Death.attachSound("death");
Pop=new Sound(SB);Pop.attachSound("pop");
Death.setPan(-100);Death.start();
Pop.setPan(100);Pop.start();
etc
At 9/30/07 08:55 PM, Sparkwattclock wrote: Guys I can't find it in the audio portal FAQ? Can somebody help me with this?
Find your song and hit the download button. after than the numbers before the bname go on the credits in the flash portal submission place
</helpful>
At 10/6/07 12:21 PM, sandypaw wrote:At 9/30/07 08:55 PM, Sparkwattclock wrote: Guys I can't find it in the audio portal FAQ? Can somebody help me with this?Find your song and hit the download button. after than the numbers before the bname go on the credits in the flash portal submission place
</helpful>
Thanks
Ok. This seems like a good forum to post this problem in. So lets say I have a flash movie with a bunch of scenes, all containing sounds. All of my sounds have been put into a movie clip layer and when exporting, everything works out fine. No sound delays or anything. There's just one problem. Lets say I want to pause the movie. (the only way I've tested this so far is just by right clicking and hitting pause so maybe there's another solution). Anyway, when the movie pauses, the sound keeps playing...like what an event sound does. I am positive all my sounds in the MC's are streams so it can't be that I'm exporting events. I don't know why this happens. If I were to incorporate a pause button in my movie with the "stop" function, is this still going to happen. If so, is there a way around it? Help...
-MasterofCarnage
At 10/21/06 06:24 PM, 23450 wrote:At 10/21/06 06:23 PM, Stobble wrote: Err, i Still don't get it... It says that the music i import has trouble being read or something... So i can't really post anything on newgrounds 'cause they're always blammed because of no sounds... w\e help plz.that has nothing to do with this tutorial, its because the format of the song your importing is not reconized by flash. what format is it in? it should be mp3 or wav ro work properly.
thats happening to me too and ive triedd it in both mp3 a
and wav im pissed
I am making a music video currently... My problem is that it syncs up when i have the music in its own layer but it wont carry on to the next scene.. When i use the "bgSound = new Sound(this);
bgSound.attachSound("music"); bgSound.start(0,99);" code it plays through each scene but doesn't sync up... is there anyway i can stream the music using actionscript so it syncs up and plays through multiple scenes?
At 8/15/05 07:09 AM, azzazin wrote: im in scene 2 and frame 1 theres a on button for music i tipe in it this
on (press){
gotoandplay(scene 2, 1)
}
doesnt work :/
on (press){
gotoandplay('scene 2', 1)
}
doesnt work , and all similiar thigs dont work what to do?
replace gotoandplay with gotoAndPlay. Needs capital A and P or it won't work. It should turn blue if you do it right.
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I'm sorry if this question is 'foolish' by any means, but I've read through the entire tutorial, and still couldn't find an answer to my problem.
I want a different sound to play for each value of a certain variable, for instance:
if(_root.Var == 1)
//play sound 1
if(_root.var==2)
//play sound 2
and so on... help anyone?