Can I pause sounds on Edge Commons?

I don't need Stop, need pause for relaunch the sound in the same time of I make pause.
And it's posible play the sound in especific time of sound?
Sorry for my English

Use buzz.js instead - it has more functionality in my opinion.

Similar Messages

  • How can I get a sound to play more than once using edge commons?

    Hi, I'm very new to all this; so apols if asking dumb stuff...
    I've successfully used Edge Commons to get an audio effect to play in a timeline but it will only play once. Does anyone know how I can get it to play again at various trigger points?
    The code I'm using in creationComplete is:
    yepnope({
              load: "http://simonwidjaja.github.com/EdgeCommons/live/EdgeCommons-0.7.1.js",
              callback: function() {
                        // Load sound manifest (e.g. in creationComplete)
                        var assetsPath = "media/";
                        EC.Sound.setup(
                                  {src: assetsPath + "bubbles.mp3|" + assetsPath + "bubbles.ogg", id: "bubbles"},
                            function(){ EC.info("Sound setup finished", "DEMO"); }
    Then in a trigger on the timeline I have:
    EC.Sound.play("bubbles");
    As said, the above plays fine, one time... but if I place another, 'EC.Sound.play("bubbles");' trigger further along on the timeline nothing happens. Similarly, if the audio has played already and the timeline loops, the audio won't play a second time. I'm thinking I need to write in some sort of 'unload' type of thing so it knows to play again when it hits the new trigger? Or I might just be talking cobblers? Who knows? I certainly don't which is why I so desperately need help... please x

    That's brilliant, Resdesign, and works perfectly in endlessly adapatable ways! Huge thanks! Great demo/sample file, by the way!
    Also I 'accidentally' discovered (which may be of some help to anyone else who's new to all this) that the code which I'd used (see first post, above) ony runs the audio once when in preview mode. However, when the Edge Animate file is published the code works pefectly and when the second trigger is reached the audio plays a second time.
    I'm guessing that when the 'publish' facility is utilsed the code is properly compiled (or something like that???) which is why it runs okay.
    Anyway, whatever... the problem's solved! Hurrah! (Thanks Resdesign!) x x

  • Netflix and Youtube will not play on Firefox but I can still hear sound and can pause with the space bar. Works fine on Internet Explorer.

    All of a sudden last night after Firefox restarted after an update I am no longer able to play Netflix or Youtube. I can hear the sounds from whatever I select to play but the browser is black and I can even pause using the space bar but no interaction with the cursor. Both Netflix and Youtube work fine on Internet Explorer... I tried updating plug ins, I tried uninstalling and reinstalling plug ins and I even uninstalled and reinstalled Firefox itself but nothing has helped. Not sure what steps to take next...

    Hello,
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  • Is There A Way To Loop Audio Using Edge Commons?

    Hi,
    I've been getting on really well using Edge Commons to add audio to my animations (fantastic bit of kit, by the way - thank you simonwidjaja !).
    However, while playing a sound via the trigger EC.Sound.play("mySound"); works brilliantly for individual instances of sound I've wholly failed to find a way to get sound files to loop.
    I've been struggling with this for an age, now, and really haven't got anywhere at all. I know that Edge Commons integrates SoundJS and I know that SoundJS provides a facility to loop audio but I can't see a way to make it happen via the Edge Commons script.
    SoundJS' method seems to be couched as: 
    static SoundInstance play ( value , interrupt , delay , offset , loop , volume , pan )
    And in Edge Commons I can find:
    var instance = SoundJS.play(soundId, SoundJS.INTERRUPT_NONE, 0, 0, false, 1);
    which I assume (perhaps incorrectly?) relates to the aforementioned SoundJS.
    I'm guessing (as has been mooted by resdesign in another post) that I need to edit the following, which appears in creation complete, in order to make looping happen but I just can't seem to get anything I try to work.
    {src: assetsPath + "mySound.mp3|" + assetsPath + "mySound.ogg", id: 'mySound'},
    Of course, I may simply be on the wrong track altogether; so as ever, any thoughts and ideas will be very gratefully received x

    Hi Emmy,
    1. can I use buzz to create sound in edge compositions destined for the ipad?
    Yep. Although there still exists the MASSIVELY annoying issue whereby iOS insists on a user-push to activate the play of any audio. Apple's assertion is that users shouldn't have to worry about being forced to download unsolicited audio which may end up costing them dear if they are on a chargeable 3G connection; so they've effectively disabled anything that is, or could be described as, an autoplay function. This means that instead of being able to include autoplay of audio  - to, say, have a sound track automatically start playing when an animation begins - the playback of said track needs to be initiated by the user.
    For example, the code: sym.getComposition().getStage().YourSoundName.play(); would need to be placed on a clickable button as opposed to a trigger on the main timeline or the timeline of any of your symbols.
    In essence you have to provide the user with an opportunity to confirm that 'yes I want to hear this'.
    While the sentiment behind not wishing users to incur unwarranted expense is understandable (and laudable) the whole concept is a huge pain for animators and a total joke-killer and best. Think of it in terms of Man Slips On Bananaskin... instead of users automatically/seamlessly being able to hear a comedic associated 'whoooooop' sound they have to click a button in order to do so. 'Do you want to hear an amusing noise associated with this bit of stage action? Click for yes'. Obviously one doesn't actually have to couch such a question in actuality, but you get the drift (The Death Of Fun!). As a 'semi' workaround you may want to try experimenting with mouseOver triggers on invisible buttons.
    2. will users need internet access to hear the sounds each time?  In other words do the sounds have to be called from an exteral source each time they are played, or are they part of the exported file and therefore only downloaded once.  (I understand that Ihave to manually include the audio file in the exported Edge file).
    Not quite sure about this one as I ended up working on some entirely different stuff; so didn't persue the Apple annoyances long enough to find out more.
    3. can I use my own mp3 sounds, and if so, how?
    If you mean, can you use mp3s that are not originated by you (i.e. iTunes tracks etc.) then essentially no. Not unless they're copyright/royalty free or you've obtained a license to use them.
    If by your own mp3 sounds you mean audio that you've originated yourself, then yes, of course
    It makes sense to produce both an mp3 and an ogg version of each sound, to ensure maximum compatibility with regard to user playback. Other than that, simply name your files, place them in a folder called 'audio' (for example) and then, in Edge's 'compositionReady', include the following code for each sound (changing the names accordingly):
    sym.YourSoundName = new buzz.sound("audio/YourSoundName", {formats: [ "ogg", "mp3" ]});
    sym.YourSoundName.bind('loadeddata', function(e){
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    Then whenever you want to play a certain sound just use: sym.getComposition().getStage().YourSoundName.play(); on a trigger.
    Hope this helps

  • Edge Commons...Help

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  • Pause Sound not working correctly

    Hi guys,
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    var fl_ToLoad_5:Boolean = true;
    var channel:SoundChannel = new SoundChannel();
    var snd:Sound = new Sound();
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      fl_Loader_5.load(new URLRequest("captivate/Introduction.swf"));
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    var standbyFrameRate:uint = 0;
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    FOUND IT!!! A co-worker and I set down with your new code and brainstormed and it came down to adding another instane of the "currentSound = null;"  Here's that section of the code adjusted :
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    if(b){
      channel = currentSound.play(pausePosition);
      pausePosition = 0;
    } else {
      pausePosition = channel.position;
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    if (parent is MovieClip){
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    channel = currentSound.play(pausePosition);
    pausePosition = 0;
    currentSound = null;
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    pausePosition = channel.position;
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    Header 1
    import flash.display.Loader;
    import flash.display.MovieClip;
    import flash.utils.setTimeout;
    import com.adobe.captivate.flash.rdSound;
    import com.adobe.captivate.events.*;
    import flash.display.Sprite;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.net.URLLoader;
    import flash.net.URLRequest;
    stop();
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    var fl_ToLoad:Boolean = true;
    parent.addChild(fl_Loader);
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    fl_Loader.y = -288;
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    var snd_2:Sound = new Sound();
    var snd_3:Sound = new Sound();
    var snd_4:Sound = new Sound();
    var snd_5:Sound = new Sound();
    var snd_6:Sound = new Sound();
    var currentSound:Sound;
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    var req_2:URLRequest = new URLRequest("audio/Safety.mp3");
    var req_3:URLRequest = new URLRequest("audio/Compartments.mp3");
    var req_4:URLRequest = new URLRequest("audio/Dual.mp3");
    var req_5:URLRequest = new URLRequest("audio/Switch.mp3");
    var req_6:URLRequest = new URLRequest("audio/Installation.mp3");*/
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    currentSound = null;
    SoundMixer.stopAll();
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      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Introduction.swf"));
      snd_1.load(new URLRequest("audio/Introduction.mp3"));
      //channel = snd_1.play();
    //currentSound = snd_1;
      //snd_2.close();
      //snd_3.close();
      //snd_4.close();
      //snd_5.close();
      //snd_6.close();
      if(channel.hasEventListener(Event.SOUND_COMPLETE)){
      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
      channel = snd_1.play();
      //snd_1.play();
      channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
        currentSound = snd_1;
        snd_2.close();
        snd_3.close();
        snd_4.close();
        snd_5.close();
        snd_6.close();
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    safetyButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_6);
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      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Safety Considerations.swf"));
      snd_2.load(new URLRequest("audio/Safety.mp3"));
        channel = snd_2.play();
        currentSound = snd_2;
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      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
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        snd_3.close();
        snd_4.close();
        snd_5.close();
        snd_6.close();
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      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Compartments.swf"));
      snd_3.load(new URLRequest("audio/Compartments.mp3"));
        channel = snd_3.play();
        currentSound = snd_3;
       if(channel.hasEventListener(Event.SOUND_COMPLETE)){
      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
      channel = snd_3.play();
      channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
        currentSound = snd_3;
        snd_1.close();
        snd_2.close();
        snd_4.close();
        snd_5.close();
        snd_6.close();
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      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Dual Control Mechanism.swf"));
      snd_4.load(new URLRequest("audio/Dual.mp3"));
        channel = snd_4.play();
        currentSound = snd_4;
       if(channel.hasEventListener(Event.SOUND_COMPLETE)){
      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
      channel = snd_4.play();
      channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
        currentSound = snd_4;
        snd_1.close();
        snd_2.close();
        snd_3.close();
        snd_5.close();
        snd_6.close();
    switchButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_9);
    function fl_ClickToLoadUnloadSWF_9(event:MouseEvent):void
      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Switch Machine Operation.swf"));
      snd_5.load(new URLRequest("audio/Switch.mp3"));
        channel = snd_5.play();
        currentSound = snd_5;
       if(channel.hasEventListener(Event.SOUND_COMPLETE)){
      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
      channel = snd_5.play();
      channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
        currentSound = snd_5;
        snd_1.close();
        snd_2.close();
        snd_3.close();
        snd_4.close();
        snd_6.close();
    installButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_10);
    function fl_ClickToLoadUnloadSWF_10(event:MouseEvent):void
      SoundMixer.stopAll();
      fl_Loader.load(new URLRequest("captivate/Installation and Adjustments.swf"));
      snd_6.load(new URLRequest("audio/Installation.mp3"));
        channel = snd_6.play();
        currentSound = snd_6;
       if(channel.hasEventListener(Event.SOUND_COMPLETE)){
      channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
      channel=null;
      channel = snd_6.play();
      channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
        currentSound = snd_6;
        snd_1.close();
        snd_2.close();
        snd_3.close();
        snd_4.close();
        snd_5.close();
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    // have entry into my site. Can be removed or hardcoded if you feel
    // secure or insecure, as you see fit.
    flash.system.Security.allowDomain("*");
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    ExternalInterface.marshallExceptions = true;
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    // it's thorough, generic, and simple. Iterate all movieclips within
    // clip, shutting them down each in turn. A better, but much more tedious
    // method would be to target specific clips using dotpath notation, telling
    // each in turn to turn off or on depending on what we need.
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    var standbyFrameRate:uint = 0;
    var pausePosition:int;
    function toggleSound(b:Boolean):void{
    if(b){
      channel = currentSound.play(pausePosition);
      pausePosition = 0;
    } else {
      pausePosition = channel.position;
      channel.stop();
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    if (parent is MovieClip){
      if (doAnim) {
    parent.stage.frameRate = originalFrameRate;
    channel = currentSound.play(pausePosition);
    pausePosition = 0;
    currentSound = null;
      } else {
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    //currentSound = null;
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       toggleAllClips(doAnim, parent.getChildAt(i));
       //toggleSound(true);
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    if(currentSound){
    if(pausePosition == 0){
      currentSound.play(pausePosition);
      pausePosition = 0;
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      pausePosition = channel.position;
      channel.stop();
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      trace(e);
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      ExternalInterface.call(jsfix);
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      trace(e);
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    // these fire, helping compatibility for a few browser versions.
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    setTimeout(injectListeners,100);
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