Accessing Sound on Timeline in AS3
I have a very simple fla consisting of a picture and a sound on separate timelines. In AS3, I want to determine the sound is complete and go to another URL. I have the code for changing URLs working in a separate function. What I can't figure out is how to get the soundComplete to work when I'm not playing the sound with ActionScript. I'm sure this is something simple I'm missing and I'd appreciate any help.
I think I have a serious case of 'operator error' going on...
import flash.events.*;
this.addEventListener(Event.ENTER_FRAME, newPage);
function newPage(event:Event):void
if (currentFrame == 1325)
navigateToURL(new URLRequest("whatever","_parent");
this.removeEventListener(Event.ENTER_FRAME, newPage);
It's throwing an error that makes no sense:
The class or interface 'Event' could not be loaded
It targets the function statement. I added the import statement in a vain attempt to fix this.
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Hello,
I have multiple instances of a movieclip (a1) within the main timeline. These instances move around via tweening within the main timeline. The instances also appear (are added) and disappear (are removed) while the main timeline is playing.
Within the movieclip is this actionscript:
(code)
addEventListener(Event.ENTER_FRAME, ef);
function ef(evt:Event):void
trace(MovieClip(parent).currentFrame);
(end code)
As soon as an instance disappears... I get this typeError:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at test13_fla::a1_1/ef()
The question then is - How can I access the main timeline from each instance (even when it is not currently on stage)? Is this possible? Any suggestions on how I can keep all of my code within the movieclip?
Thanks in advance!
-JakeThroughout the timeline the instances are in a motiontween followed by a blank keyframe.
To remove the event listener when it does dissappear I could do a addEventListener(Event.Removed, removeEventListenerFn);.... but I need a way to keep it.
In my real project, each instance draws itself via drawRect and then put into a sprite and added to the main timeline. Then within the event function (where it traces the maintimelines current frame) I need all of the sprites to be removed when the main timeline gets to a certain frame#. I know... confusing...
I just need to find a way to access the main timeline while the instance is removed from the stage.
If, for example, I did this...
(code)
addEventListener(Event.REMOVED, ef);
var ccc:Number = 1;
function ef(evt:Event):void
trace("First Removed: " + MovieClip(root).currentFrame);
addEventListener(Event.ENTER_FRAME, eg);
function eg(evt:Event):void
if(ccc < 10)
trace("I am now removed");
ccc++;
(end code)
... I do not get any errors and I would get this in the output window:
First Removed: 59
I am now removed
I am now removed
I am now removed
I am now removed
I am now removed
I am now removed
I am now removed
I am now removed
I am now removed -
Problem accessing sounds in jar file
Hi,
I have made a program and packed it to a jar file.
Everything works fine in the IDE, so this is purely a matter of jar access.
The jar has 6 folders.
framework (which is one of my packages)
META-INF
sound (also my package)
sounds (my wav files for the program)
sprite (another package)
sprites (my graphics for the program).
I access the graphics in sprites, from a class in sprite and have no problem with it.
try {
URL url = this.getClass().getClassLoader().getResource(ref);
if (url == null) {
fail("Kan ikke finde ref: "+ref);
sourceImage = ImageIO.read(url);
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try{
AudioInputStream stream = AudioSystem.getAudioInputStream(new File("Sounds/1999.wav"));
AudioFormat format = stream.getFormat();
DataLine.Info info = new DataLine.Info(Clip.class, stream.getFormat(),
((int)stream.getFrameLength()*format.getFrameSize()));
clip = (Clip) AudioSystem.getLine(info);
clip.open(stream);
}I have tried to use the class loader like this (instead of AudioSystem.getAudioInputStream) :
AudioInputStream stream = (AudioInputStream) this.getClass().getClassLoader().getResourceAsStream("sounds/1999.wav");
but it didnt help.
Does anyone have any suggestione?
Please, if all you can do, is paste a link to the java API, save your energy. I have already looked and it was no help, as im still only a student of java.
I would like an actual suggestion, so i can see it work, then i can make work my way through the API from there.
Edited by: Mondariz on May 7, 2008 8:26 AMDon't try to use a File object to access resources from the jar. You have a working process for accessing the sprites, just use the same process to access the sounds. Only not quite the same method, there's one method which returns a URL and a very similar method which returns an InputStream. I would post the link to the documentation but you asked for us to not do that. Anyway you seem to know where it is.
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Have used Final Cut for many years--however, just re-installed. Now I cannot get any audio on the timeline. When I log & Capture, I can listen to the audio directly from the clip that has been captured and sound is great. As soon as I save it or drag it to the timeline, no audio.
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I'm not sure this is possible but is there any way to hear what is playing on the computer I am connecting to remotely via timbuktu? I have only mac's at home and am connecting to a windows machine at work, I need to do some online training that will only run on windows, but need to hear the audio. Do I have any options with my remote connection? I have an Intel iMac in the house that I could run bootcamp on but that is my least fav option, since that's primarily my kids and I really don't want them having access to windows.
hi,
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so:
a) view via remote connection /vnc, ard, timbuktu or whatever)
b) get sound via streaming service
both together --> your solution
helpful ?
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I need help, I am working with merged clips (the video footage shoot with a DSLR and different audio recorders). I have a timeline in premerie with sound all finished. Everything was fine until I when and fine tuned some of the audio, just added key frames to correct and now when I export my sequence I am missing sound in one little clip of the entire mov.
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I am making website which is one flash file having whole contents putting in time line with each frame label.
I put contents opening sound at the beginning frame of each contents, but however for the first access of this site("Home" content) only this sound plays twice as loud.
When I goto another content and go back to "Home" again, it plays in same volume as others, and its no longer plays in loud.
Anyone knows any solution? Any help may appreciated, thanks.I stumbled upon the solution myself. To get it to work, I reduced the fps to 16 down from 24. Then everything synchronized. In case anyone wants to know.
-
Hy,
I've some mc called, one a time, with attachMovie named
mcTarget, each of
this has one speaker track sincronized with the animation on
the stage. For
this reason sound is put directly in timeline in stream mode
(proprieties>>Sincr: stream). But now I cant control
the volume of these
sounds. I'll tryed to do this:
//on main root
mySound = new Sound(); //no specify target to refer a "global
sound"
function Volume(val){
mySound.setVolume(val);
trace(val);
// in another place
Volume(50);
This works only with a sound placed in main root but does
nothing if the
sound is placed on a nested mc (my case).
Someone have an idea or a alternative way to do this?
Thanks
Roger"sneakyimp" <[email protected]> ha scritto
nel messaggio
news:e1kumu$sv6$[email protected]..
> mySound cannot be defined as an empty sound object. it
has to refer to
> the
> soundclip in question.
This is the "canonic way", but you can use that code to do a
something near
at "global sound"
you can see it also in at
http://www.kennybellew.com/tutorial/globally.htm.
>
> // NO
> // mySound is attempting to refer to *one specific
sound*
> // *not* a global sound setting
> mySound = new Sound();
> mySound.setVolume(50);
>
> // YES
> // this is referring to one particular sound
> this.MySound1.setVolume(50);
>
> I'm not sure how this relates to sounds added to the
timeline. i think
> you
> have to use the flash authoring interface controls to do
it. i *don't*
> think
> you can control sounds added this way with actionscript
unless you can
> determine what their target path is.
Sure, it's works with sound put in a root timeline..
> this may or may not be helpful:
Thanks, but I didn't find the solution for my case...
>
http://www.kennybellew.com/tutorial/multiple_scenes.htm
many thanks for the answer.
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