As3 equivalent to stop all sounds in as2

I have a command that errors out when I switch to ActionScript 3.0
stopAllSounds();
which comes from ActionScript 2.0 apparently.
Is there an equivalent command for AS3? Or is it like jumping through hoops to do the same thing?
Thanks!

no, that one's pretty easy:
SoundMixer.stopAll();

Similar Messages

  • Stop all sounds

    Hi everybody,
    i load external swf to the main movie. They all have sound. Have no problem to stop sound of the main movie (by the behaviors), but it doesn’t stop the sound of the external one. What AC should be used to stop all sound, external and internal?
    Thanks
    S

    believe it or not, you nearly hit it right on the head!  lol   under AS2 the line is:  stopAllSounds();

  • LOVE LOVE LOVE my iPhone so far, but ringer switch doesn't stop all sounds?

    With exception of a few concerns like somewhat low speakerphone and earpiece volume, no non-pinch zooming in maps, not being able to expand email contacts (to see the actual address), not having any auto-fill in Safari, and some stability issues (a couple Safari crashes on complex sites - to be expected until they collect enough bug data and make a patch)... I love my iPhone! After updating my OS & iTunes, activation took only a few minutes (early evening of the 29th) since I was an existing account holder. I did have a corporate discount on my plan and was worried I would be denied, but it went through just fine - fwew!
    So then, I'm in a movie theatre today during a dramatic, quiet passage, with the ringer switch off (I'm so polite! <bg>), and low and behold, here comes a clever marimba roll. Having not heard this other than in the ringer setup area, I wasn't sure what it was (still not). Hitting the sleep button on top didn't do anything... it bleeped 3 times, almost sending me out of the theatre in embarrassment. I don't have to go into the settings and turn off all the notices do I? The ringer off is supposed to stop ALL sounds, per Apple's site. Anyone experience this or have a solution?
    PM G5-Quad 2.5GHz | eMac G4 1.25GHz | PM G4 800MHz | PB G4 1GHz 17 | PM G4 400MH   Mac OS X (10.4.5)  

    Per the manual, the switch doesn't stop the alarm clock from going off. Which is set to marimba by default.

  • How to stop all sounds in root

    Sorry I am a newvby to Actionscript.  I found the following script for a button which let me  stop all mc inside the root but I need to stop all sounds in the root as well.
    Any help is appreciated.
    Thanks
    on (press) {
    getAllMc(_level0);
    function getAllMc(mc) {
        for (var i in mc) {
            if (typeof mc[i] == "movieclip") {
    mc[i].stop();
                    getAllMc(mc[i]);

    You can use the stopAllSounds() function

  • Stop all sounds as3? Help

    When the game starts. I have toggle button. I can play a sound or stop sound. When i play the sound, of course its not muted so even if i go to the next page. I can reason out that the sounds will still play.
    But if i press the no sound,so it means it must be muted.. on the first screen, the sound stops. But when I go the next frames and to others. The sounds are playing. The sound on the starting screen
    was like
    var test:Sound = new NameOfSound();
    but in the next frames.. the sound is in the frame itself.. no declaring like the first screen..
    and also some sounds is playing when something happens or for example if the bullet hits the target collsion..sound play..
    i tried to have solution like on the first screen if for example it is muted.. ill set it to trueStop.. then on the next frames.. i would put:
    if(trueStop == true){
         SoundMixer.stopAll();
    that way the frame sounds stopped and working.. but the sounds attach to the function when like i said if a collision happens,, the sound is still playing.. arrgghh i cant explain clearly.. i hope you understand my problem..
    any ideas?

    if you need to stop individual sounds, assign a soundchannel to the instance returned by your play method and apply a stop method to that soundchannel.
    for example:
    var s1:Sound=new S1();
    var sc1:SoundChannel=s1.play();
    // now at any time you can use:
    sc1.stop();  // to stop s1 only.

  • Stop All Sounds and goToAndPlay Label

    Can someone aide me with a simple solution in AS3 to allow a
    movie clip to stop a Sound Object as well as going to a label and
    playing it. I'm a graphic designer trying to get a handle on AS3.
    Any assistance is greatly appreciated.

    fiveflightsup,
    > Thanks for your help.
    Sure thing.
    > Here's what I came up with other a little research
    > ,studying your instructions and pulling out a few
    > hairs. It works but question is it correct :-)
    Before I continue replying, I should point out there are two
    ways to
    visit this forum. One way is to visit the adobe.com website
    with a browser
    and select Support > Forums. My guess is that you're using
    this approach.
    Another way is to use a news client like Thunderbird or
    Outlook Express and
    read Adobe's NNTP feeds. That's the way I'm using. What's the
    difference?
    There are many differences, but the important one is that the
    browser
    version lets you edit your replies, while the news client
    approach does not.
    That said, I have to be open to the possibility that you've
    edited some
    of your posts. Maybe there's something I'm just not seeing.
    Bear that in
    mind if my reply doesn't match up with what you've written.
    You're saying you've studied my suggestions, researched this
    topic, and
    come up with this variation:
    > var soundReq:URLRequest = new
    URLRequest("flashgame_intro_extended.mp3");
    > var sound:Sound = new Sound();
    > var channel:SoundChannel;
    >
    > sound =new Sound ();
    >
    > sound.load(soundReq);
    >
    > sound.addEventListener(Event.COMPLETE, onComplete);
    >
    > function onComplete(event:Event):void
    > {
    > sound.play();
    > }
    While slightly different, this still doesn't make practical
    use of the
    SoundChannel class, so I'll spell it out this time and try to
    explain a bit
    more while I do.
    > var soundReq:URLRequest = new
    URLRequest("flashgame_intro_extended.mp3");
    > var sound:Sound = new Sound();
    > var channel:SoundChannel;
    These lines are fine. In ActionScript, when you need an
    object, you
    instantiate it. The way you communicate with an object,
    often, is to
    declare a variable typed to that kind of object, and then set
    that variable
    to the object in question. That lets you refer to the object
    by way of an
    arbitrary variable name. You're doing exactly that:
    var soundReq:URLRequest = new
    URLRequest("flashgame_intro_extended.mp3");
    In that line, you declare an arbitrarily named variable,
    soundReq, type
    it as a URLRequest object, and then set it to an instance of
    the URLRequest
    class. Once you do that, the variable soundReq gives you a
    convenient "nick
    name" or "handle" you can use to refer to that URLRequest
    instance. In
    fact, you use this reference a few lines later.
    > sound = new Sound();
    >
    > sound.load(soundReq);
    In this pair of lines, you don't need the first line. You
    already
    instantiated the Sound class earlier. No need to do it again.
    The second
    in this pair of lines is useful, though, because you're
    putting that
    previously-instantiated Sound object to work. How? By
    invoking the
    Sound.load() method on your object (aka instance). And this
    is where you're
    making use of that URLRequest instance created earlier.
    > sound.addEventListener(Event.COMPLETE, onComplete);
    Here, you're wiring up your Sound instance -- referred to by
    the
    arbitrary variable name, sound -- so that it performs the
    onComplete()
    function when the Event.COMPLETE event occurs (that is, when
    the requested
    MP3 file fully loads).
    Finally ...
    > function onComplete(event:Event):void
    > {
    > sound.play();
    > }
    ... which is where you need to actually use your SoundChannel
    instance, if
    you plan to eventually stop the MP3 from playing. I did show
    this in a
    previous reply, but I'll repeat it here:
    function onComplete(event:Event):void {
    channel = sound.play();
    The play() method returns a value, which happens to be a
    SoundChannel
    instance. You declared a SoundChannel-typed variable earlier,
    named
    channel, and all you're doing here is setting channel to a
    SoundChannel
    instance. Not just *any* SoundChannel instance, but the one
    associated with
    the playing of this particular sound, which is an MP3 file.
    With me?
    Doing what I just showed lets you stop the music later by
    invoking the
    SoundChannel.stop() method on your channel instance.
    e.g.
    // in later code ...
    channel.stop();
    Before you move forward, you should make sure you understand
    100% what's
    going on here. There shouldn't be any pulling of hair -- at
    least not until
    you dig into something new. ;) In order to be able to stop
    sound in the
    way I've been describing, you have to associate that sound
    with a sound
    channel.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • How can I remove a child swf and stop all sounds when parent closes?

    Hi All,
    I am new to actionscript 3 and trying to learn as I go. The problem I am having is the following:
    I have a carousel of images that load an external swf movie with a FLVPlayback component on it. The problem is that when the external swf unloads the sound of the FLVPlayback component continues to play. I am using a carousel component I found online to load the images and each image loads an external swf file. here is the code for it.
    import com.carousel.DegreeCarousel;
    import com.carousel.data.CarouselDO;
    import com.carousel.data.AngleDO;
    import com.carousel.data.ItemDO;
    // DEFINING THE CAROUSEL OBJECT
    var carouselSettings:CarouselDO = new CarouselDO();
    carouselSettings.radiusX = 300;
    carouselSettings.radiusY = 0;
    carouselSettings.fov = 50;
    carouselSettings.transitionTime = 1;
    carouselSettings.ease = "easeInOutQuint";
    carouselSettings.useToolTip = 0;
    carouselSettings.useBlur = 1;
    carouselSettings.maxBlur = 8;
    carouselSettings.reflectionAlpha = 0.2;
    // DEFINING ANGLES SETTINGS
    var angleSettings_arr:Array = new Array();
    angleSettings_arr[0] = new AngleDO({angle:0,alpha:1,scale:0.5});
    angleSettings_arr[1] = new AngleDO({angle:90,alpha:1,scale:1});
    angleSettings_arr[2] = new AngleDO({angle:180,alpha:1,scale:0.5});
    // DEFINING THE ITEMS
    var prefix = "content/thumbs/"
    var galleryItems:Array = new Array();
    galleryItems[0] = new ItemDO({thumb:prefix + "image_1.jpg", content:prefix + "swf1.swf", contentType: "flash"});
    galleryItems[1] = new ItemDO({thumb:prefix + "image_2.jpg", content:prefix + "swf1.swf", contentType: "flash"});
    galleryItems[2] = new ItemDO({thumb:prefix + "image_3.jpg", content:prefix + "swf1.swf", contentType: "flash"});
    // PLACING THE CAROUSEL TO STAGE
    var carousel:DegreeCarousel = new DegreeCarousel(carouselSettings,angleSettings_arr,galleryItems);
    carousel.x = stage.stageWidth * .5;
    carousel.y = stage.stageHeight * .5;
    this.addChild(carousel);   
    // KEYBOARD NAVIGATION
    // KEYBOARD EVENTS
    stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);   
    function keyDownHandler(e:KeyboardEvent):void
        // left
        if(e.keyCode == 37)
            carousel.left(1);
        // right
        if(e.keyCode == 39)
            carousel.right(1);
        // top
        if(e.keyCode == 38)
            carousel.prevCycle();
        // Down
        if(e.keyCode == 40)
            carousel.nextCycle();
        // Space
        if(e.keyCode == 32)
    The external movie loads fine. Then the external swf calls for a second swf containing a video. This is the code that is used to load the swf:
    import flash.net.URLRequest;
    import flash.display.Loader;
    import flash.events.Event;
    import flash.display.MovieClip;
    import flash.events.MouseEvent;
    var myVideo:URLRequest = new URLRequest("myvideo.swf");
    var video:Loader = new Loader();
    video.load(myVideo);
    this.addChild(video);
    When the carousel unloads, it unloads both movies but the sound keeps on playing.
    Is there any way to stop the sound from keep playing?
    Thank you very much!!
    -M

    You want to stop the audio from playing and also downloading more video/audio if it is still downloading when you go to a new keyframe where the video display/component or mp3 player is removed from the stage because it's keyframe ended or do not exist anymore but you still hear the audio.
    Add an event listener to your video playback component that calls a function when the flash player tries to remove the video plaer from the stage that stops the netstream or at least stops/pauses the video playback.
    [link removed]
    //sample NetConnection and NetStream classes when the video player is removed from the stage tell the NetStream to stop playing or downloading the content with .close();
    var connection:NetConnection = new NetConnection();
    connection.connect(null);
    var stream:NetStream = new NetStream(connection);
    addEventListener(Event.REMOVED_FROM_STAGE, videoRemovedFromStage);
    function videoRemovedFromStage(e:Event){
       stream.close();

  • My iphone 5 stopped all sounds cant get it to ring or any sounds at all

    MY I 5 PHONE STOPPED RINGING ALL SOUNDS ARE GONE , I FLIP THE MUTE SWITCH AND TURN PHONE OFF I TRIED EVERY THING HOW CAN I GET SOUND BACK ?

    Make sure the Side Switch is in the correct "up" position, meaning pushed closer toward the face of the phone (the side with the screen), then try pushing your volume buttons see if the ringer volume changes, if that doesnt work go into your Settings>Sounds and check all of those settings

  • AS3: Duplicate MovieClips - stop all on start and play only one on MouseEvent

    I have a bunch of copies of the same MovieClip that are dynamically created I want them to be stopped when the swf first starts.  When I click on one of them I want that particular one to play.  I think that I've figured out how to play a single MovieClip with event.currentTarget.play(); but I am stuck on how to stop all the clips from the start.  I thought I could just use a instanceName.stop(); in my for loop, but no go.
    Below is a simplified version of my code:
    //build scroller from xml file
    function buildScroller():void{
         var tl:MovieClip=this;
         for (var i:Number = 0; i < xmlData.sound.loc.length(); i++){
            //create movie clips
            var boxContainer_mc:boxContainer = new boxContainer();
            addChild(boxContainer_mc);
            boxContainer_mc.x = 325 * i;  // set the number here to the width of the movie clip being repeated    
         boxContainer_mc.stop();    
            tl["snd"+i] = new Sound();       
            tl["snd"+i].load(new URLRequest(xmlData.sound.loc[i]));
            boxContainer_mc.snd = tl["snd"+i];
            boxContainer_mc.addEventListener(MouseEvent.CLICK, playSound, false, 0, true);
    function playSound(event:MouseEvent):void {
         event.currentTarget.snd.play();
         event.currentTarget.play();
    I'm an artist working on a piece where I am cataloging sound recordings from people (eventually recorded live from the site... but that's a battle that I'll deal with in phase 2 and after I have a bit more actionScripting under my belt).  I just wanted to explain myself a bit since Kglad, Ned, and dmennenoh have helped me a bunch through the development of the project.  If your interested you can check out some of my works on my website.  I know, I know... I need to update the site, but its more fun to work on new projects.  Oh, and I don't care what you say... I still love animated gifs.

    Ok, I got a most of the issues figured out.  But, I still have one more problem. I have a sound_complete event listener that I want to tell an movieclip to play.  My problem is that I don't know how to reference that movieclip.  Before I was using currentTarget to point directly at the movieclip that was clicked... but this time no movie clip has been clicked.
    Basically all of my questions have been based around the same lack of conceptual understanding.  Could someone explain to me exactly how the different movieclips or instances are referenced once created dynamically?  When they are dynamically created is there an instance name that is created along with it?  The swf file must reference them seperatly in some way... it's just not evident to me.
    Below is the test script that I have that is working.  I want the testing function to play the clip that was originally clicked (right now its just sending out a trace).  In other words: a movieclip is clicked, the movie click plays (until it hits a stop(); in its own action layer), an mp3 file plays, the mp3 finishes, the movieclip continues playing (until it reaches a stop(); at the end of it's own actions script layer).
    for(var i = 0; i < 3; i++){
        var a = new test();
        addChild(a);
        a.x = 20 + (i * 150);
        a.addEventListener(MouseEvent.CLICK, doPlay);
        a.stop();
         a["snd"+i] = new Sound();       
         a["snd"+i].load(new URLRequest("creak128.mp3"));
         a.snd = a["snd"+i];
         a.addEventListener(MouseEvent.CLICK, playSound, false, 0, true);
    function playSound(event:MouseEvent):void {
         var voice = event.currentTarget.snd.play();
         voice.addEventListener(Event.SOUND_COMPLETE, testing);
    var temp:MovieClip;
    function doPlay(e:MouseEvent){
        e.currentTarget.play();
    function testing(e:Event){
        trace("test works");

  • Stopping All Sound

    Is there a way to block an IMAC from making or playing any sound. I am trying to block other users not just the mute button.

    Well to stop all the sound (but not the start up tone) you can get an old headphone and connected it on the rear of the iMac audio output automatically all the sound from any user will go to the headphones (a old iPod headphone) and if it is broken no sound at all, if you hide the headphones on the rear of the iMac with the other cables a regular user will not find out about this trick easily.....normally they will look for the volume control or some kind of control on the keyboard or front or the side of the iMac.
    Good luck

  • Soundboard Help! - Convert AS2 to AS3 - Stop All Sounds On button release

    Im making a soundboard and I chose AS3 by accident.  What I need the code to do is STOP the CURRENT sound from playing
    if another is pressed.
    the code that worked for AS1 and AS2 was
    onMouseDown = function () {
    stopAllSounds();
    I tried messing around with this in AS3:
    import flash.media.SoundMixer;
    "mouseUp" (MouseEvent.MOUSE_UP), "click" (MouseEvent.CLICK)
    SoundMixer.stopAll();
    but It doesnt do anything.
    import flash.media.SoundMixer;
    SoundMixer.StopAll();
    ^^^
    plays the sound once and messes the sound up after playing for only half  a second or not at all
    thanks a lot for help

    this as2 code:
    onMouseDown = function () {
    stopAllSounds();
    // would be the following in as3:
    this.addEventListener(MouseEvent.MOUSE_DOWN,f);
    function f(e:Event):void{
    SoundMixer.stopAll();

  • Want to stop all sounds and start them up too

    Hi.
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    different videos start playing and then back to the scene.
    The problem si that, as with all videos, the sound is
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    I do not recommend reformatting your harddrive and reloading your software.  This is a Windows thing. On an older mac it may be difficult to find all your software again.
    Best to have greater than 2gig of free space.  Many posters to these forums state that you need much more free space: 5 gig to 10 gig or 10 percent of you hd size.
    (0)
    Be careful when deleting files. A lot of people have trashed their system when deleting things. Place things in trash. Reboot & run your applications. Empty trash.
    Go after large files that you have created & know what they are.  Do not delete small files that are in a folder you do not know what the folder is for. Anything that is less than a megabyte is a small file these days.
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    Run
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    "The simple, fast way to save disk space"
    OmniDiskSweeper is now free!
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    (2)
    These pages have some hints on freeing up space:
    http://thexlab.com/faqs/freeingspace.html
    http://www.macmaps.com/diskfull.html
    (3)
    Buy an external firewire harddrive.
    For a PPC computer, I recommend a firewire drive.
    Has everything interface:
    FireWire 800/400 + USB2, + eSATA 'Quad Interface'
    save a little money interface:
    FireWire 400 + USB 2.0
    This web page lists both external harddrive types. You may need to scroll to the right to see both.
    http://eshop.macsales.com/shop/firewire/1394/USB/EliteAL/eSATA_FW800_FW400_USB
    (4)
    Buy a flash card.

  • Skype stops all sounds from working.

    Lately I have been having a problem, where everytime I am in a skype call my sound stops working after a randomamount of time.
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    Does anybody know what I can do to fix this problem?

    (my internet was broken last night so sorry for not replying)
    No that is not it my symbols exist on all frames.
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  • Stop all sounds or unload SWFs in Spry Tabbed Pages

    Hello
    I am using the Dreamweaver Spry Tabbed pages for a project.
    On several of the tabbed pages I have flash content running in iFrames.
    If the user does not stop the movie before clicking on another tab the sound will continue and the movie will keep running in the background.
    How do I script the tabbed panel code to unload the swf content before going to another tab? And to reload the content when returning to pages with swf content again?
    Thank you on beforehand.
    ggaarde

    Hi Sudarshan
    Please go to:
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    Tab 1 shows a flv by embedding the code right in the HTML
    Tab 2 just shows text: Content 2
    Tab 3 shows a flv imported from another HTML page in a iFrame
    None of the movies are set to autoplay - you have to click the arrow to start them.
    This is what I found:
    On the Mac:
    In Safari, Chrome and Firefox:
    When playing the movie in Tab 1 (embedded flash object) > start the movie > then click tab 2 = the movie readily stops as desired, and loads the text on tab 2.
    When playing the movie in Tab 3 (iFrame version)  > start the movie > then click tab 2 = the movie keeps playing, and the sound will continue.
    On the PC:
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    Chrome: (takes longer to load) Same as on the Mac = the embedded verion provides the desired function.
    Firefox: (takes longer to load) Surprise!  It does not matter is the Flash is embedded or iFramed in = When tab 2 is clicked the playback of either of the Flash versions stop.
    What I would like:
    Ideally I would love a fix for IE 8 that would allow stop playback of the iFrame version, since it offers many advantages over the embedded version.
    Can you help me?
    Thanks on beforehand.
    ggaarde
    The automatically generated standard Spry Assets are unchanged from your default.
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    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
    <html xmlns="http://www.w3.org/1999/xhtml">
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            <param name="wmode" value="opaque" />
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              <!--[if !IE]>-->
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