[AS3.0]SoundChannel.position≠Sound.length

別の掲示板の引用で恐縮ですが、まさにこの問題に直面しています。
http://www.flash-jp.com/modules/newbb/viewtopic.php?topic_id=7819&forum=8&post_id=38874#f orumpost38874
上記サイトで書かれていますが、
「 Firefox 2.0.0.14 & Internet Explorer 7.0/Windows Vistaで確認したところ、SoundChannel.positionプロパティの値がSound.lengthの値に達しないという問題が生じました。」
の問題に対する、解決策、回避策などはございませんでしょうか。
AS3.0+Vistaの環境では、mp3の再生に合わせてバーを伸縮させるスライダーようなものは作れない、なんてことはないと思うのですが・・・
再生終了時のpositionの値がlengthの値と同じにならなくても、その終了した時の値が、再生前に分かれば問題ないのだと思うのですが、そのようなことは無理でしょうか。
その他、何か情報がありましたら、ぜひよろしくお願いいたします。

Thanks Andrei.
But I really dont understand. You see, I am not too good (actually pretty bad) with Ationscript 3.
Att.,
Edwin
I managed to get it to move each second though with this:
var myTimer:Timer = new Timer(1000);
myTimer.addEventListener(TimerEvent.TIMER, runTimer);
myTimer.start();
function runTimer(event:TimerEvent):void {
trace("Hello");
progreso.value = progreso.value+1;

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    The fact that AC3/DTS is digital is incidental. "Digital" is not magic, its just a convenient storage format. ALL sound ultimately must be converted to an analog signal to be played on speakers. On PC's which haven't been typically connected to home theater receivers, there is no point to doing this digital-analog conversion anywhere but the soundcard itself. Thus, digital speakers for PC's, when used exclusi'vely with a PC, are mere gimmicks.
    Now, you may understand all this yet still argue that the ability to output AC3/DTS from a PC serves a purpose. This way, a PC can be used as a home theater server that is ALSO capable of playing games, with ALL sound (games included) encoded in the AC3/DTS format. It may be convenient if your receiver does not have the multi-channel analog inputs necessary to get surround in PC games, especially if you have unused optical/coax inputs on your receiver. For this situation, Creative has developed the DTS-60 external decoder device. Yes, it is another $00 bucks, but think of it this way: the real-time AC3 cards generally cost around $00, but they have none of the other 3D audio hardware acceleration offered by the X-Fi. The X-Fi (cheap version) costs around $00 bucks but doesn't included the encoding stuff. AC3 or DTS encoding is NOT free. If you feel that you don't need the hardware acceleration of interacti've 3D audio offered by the X-Fi, go ahead and buy a HDA-Mystique. If you want the best, get an X-Fi and the DTS-60 (when it comes out).
    I'd imagine that in the future, Creative will come out with a soundcard that features integrated DTS Interacti've encoding.

  • Trouble Understanding variables

    I am committed to learning A3, but HOLY CRAP!! I have never
    been a programmer, just a lowly designer. Apparently a pretty dumb
    designer! :)
    I can breeze through this in AS2 with no problem, but AS3 is
    killin' me! I am trying to create a music player that will embed in
    a web page, it will be XML driven and the XML will be populated via
    a database and generated by PHP. I am using a listbox component to
    display the playlist (from the XMLfile). I have figured out how to
    start playing the first mp3 on the list.
    Now when the user click a different button, I can get that
    song to play also, but I ended up created a second sound object, so
    the two play at the same time. Not good. I have tried and tried to
    access the object that is playing the first sound so I can stop it
    and load a new sound into it - I am about to pull my hair out!
    I seem to missing a basic understanding of how to access this
    object and change the variable value so I can play a new song. Any
    help would be GREATLY appreciated!!

    Vern,
    > If I understand correctly: any variable I am going to
    use outside
    > of the function that assigns its value needs to be
    declared OUTSIDE
    > of that function first?
    Yes.
    > Once declared it can be used anywhere, but if it isn't
    declared
    > outside, then the value is stuck inside that function.
    Is that correct?
    Close. In fact, if you're coding in the main timeline,
    you're so close,
    you could arguably define it in those terms and be fine.
    Variables (and
    functions) are available to the scope in which they're
    declared. If you
    declare a variable in the main timeline, then that variable
    is available in
    that frame and any subsequent frame of that timeline.
    Depending on the
    circumstances of your FLA, the main timeline may indeed feel
    like
    "everywhere," to the point where the variable could be said
    to be used
    "anywhere" -- but it's really not much different from the
    restriction a
    variable feels when declared inside a function; it's just
    that the whole
    movie takes place inside that "function"/FLA/SWF.
    > If I got that right, then for my scrubber, I need to set
    up some
    > variables that hold SoundChannel.position, Sound.length,
    > MovieClip.position
    > THEN create a function which assigns values and
    calculate the
    > MovieClip.position
    Yes. That way, any number of functions can use those
    variables. But
    keep in mind, all you really need are variables that point to
    your instances
    of Sound, SoundChannel, and MovieClip. Then use those
    variables to
    reference the necessary properties of those classes. (In
    other words, no
    need to make a mySound variable *and* a mySoundLength
    variable: the mySound
    variable suffices, because it leads to the Sound.length
    property as simply
    as mySound.length.)
    > I never liked how clunky onEnterFrame could is. I assume
    the Timer
    > class is a bit more streamlined?
    It's just another tool in the toolbox. :) Timer is the
    recommended new
    version of setInterval() and setTimeout() combined.
    > I am so used to _root.movieClip.variable=foo; (I mean
    the easy
    > access to any variable from anywhere) but change is
    good, I like
    > change. Change is good.
    I like change in my pocket! ;) The thing about an expression
    like
    _root.movieClip.variable is that you could often just
    reference the variable
    anyway, without the need for the "_root" reference. AS3 has
    root (no
    underscore), which behaves in many ways like _root, but dig
    into that a bit
    ... you'll find some important differences.
    > So it sounds as if, to include the loadbar within all of
    this, then I need
    > to move the playHead along the width of the loadbar, not
    a set length
    > in pixels.
    You could do a set length, but it's much more flexible if
    you use the
    width of some other object, like a track or some other movie
    clip. If you
    go with the width of some object, you can *change* the width
    of that object
    and the code still works.
    > The drag part should be easy enough, but adjusting the
    actual audio
    > from that may give some fits!
    To derive volume, you'll take the position of the draggable
    knob along
    its track and divide that by the width of the track. Assume
    you have a
    ridiculously long volume track, 500px. The volume knob has
    been dragged
    halfway across, to 250px. 250 / 500 is 0.5, which is the AS3
    way of
    specifying 50% volume. Now imagine the track is 50px wide.
    The knob has
    been dragged all the way across (to 50px). 50 / 50 is 1,
    which is 100%
    volume. And so on.
    > But here is my real question about that, will it be OK
    to try and add
    > that functionality in once the actual playHead is
    working, or is
    > that a mistake to not include it from the beginning?
    Ehh, for something like this -- especially if you're
    teaching yourself
    and involved in a learning experience -- I'd say it doesn't
    matter one way
    or the other. Take small steps and master each step. Sooner
    or later, what
    you're doing will "click" for you, and after that, you'll
    find that you can
    add or remove features as you please.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

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