Movie Clip playing very fast

Hi guys,
     I have a problem with my loaded movie clip, its playing very fast than its suppose to, (using loadMovie) I've tried to adjust the frame rate of the main file and the movie file, but still the problem occurs.... any suggestion on fixing this??

If both movies do not have the same frame rate, then they need to be the same.

Similar Messages

  • How do I make a movie clip play between scenes?

    I am VERYnew to flash so please bear with me. I am having a
    problem with a movie clip playing between scenes. As scene 1 plays,
    the movie works correctly. When I click on my button to go to scene
    2 the movie clip starts over. I would like it to continue from
    scene 1 seamlessly. Is this possible? How do I do it?

    avoid scenes - they are only for timeline management inside
    flash only - upon export it all becomes
    one long timeline - using them can be useful but in many
    instances it can cause navigational issues
    such as yours. Many developers avoid scenes - the ones who
    use them are mostly animators who have
    longer timelines with different scenes (actual settings, like
    backgrounds and characters).
    --> Adobe Certified Expert (ACE)
    --> www.mudbubble.com :: www.keyframer.com
    -->
    http://flashmx2004.com/forums/index.php?
    -->
    http://www.macromedia.com/devnet/flash/articles/animation_guide.html
    -->
    http://groups.google.com/advanced_group_search?q=group:*flash*&hl=en&lr=&ie=UTF-8&oe=UTF-8
    Maureen Getchell wrote:
    > I am VERYnew to flash so please bear with me. I am
    having a problem with a
    > movie clip playing between scenes. As scene 1 plays, the
    movie works correctly.
    > When I click on my button to go to scene 2 the movie
    clip starts over. I would
    > like it to continue from scene 1 seamlessly. Is this
    possible? How do I do it?
    >

  • Making movie clips play in reverse in AS 3.0

    Hey all. I'm changing all my files to AS 3.0 because of some
    new elements I'd like to use in flash CS4.
    Here:
    http://www.iaw-atlanta.com/IvyLeague1-13-09.html
    I have the menu navigation at the bottom with 4 buttons. When the
    buttons are moused over they ascend and when they are moused out
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    DjPhantasy5,
    > Ok thanks, I'll see what he also has to say as well.
    Actually, NedWebs pretty much nailed it. :) The approach
    you've taken
    is an interesting one, because it scales all the way back to
    Flash Player 5,
    which didn't yet support the MovieClip.onEnterFrame event.
    Without that
    event, you need something like your "controller" symbol -- a
    separate
    looping timeline -- to perform code that depends on frame
    loops.
    Available as of Flash Player 6, that event would allow you
    to
    consolidate your code a bit by putting it all in a single
    frame and avoiding
    the extra movie clip symbol. That doesn't mean your approach
    is wrong, by
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    if you ever
    need to publish to Flash Player 5, you'll probably do best to
    use the setup
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    want to take a
    look at that.
    >> there's no _root reference in AS3, but you can use a
    >> MovieClip(this.parent) (which replaces what _parent
    >> used to do) to locate something outside of the
    immediate
    >> movieclip.
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    property of the
    MovieClip class, which means all movie clips in AS3 have
    access to the
    "parent" feature, which points to the timeline that contains
    the movie clip
    in question. Buttons also feature a "parent" property. In
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    property acted exactly the same, only it was preceeded by an
    underscore.
    In fact, NedWebs' suggested code works the same in your
    existin file.
    Instead of this:
    // Your existing code ...
    if (_root.animation._currentframe>1) {
    _root.animation.prevFrame();
    this.gotoAndPlay(2)
    if (_root.animation._currentframe<=1) {
    this.gotoAndStop(1);
    ... you could be using this:
    // Alternative code ...
    if (_parent.animation._currentframe>1) {
    _parent.animation.prevFrame();
    gotoAndPlay(2)
    if (_parent.animation._currentframe<=1) {
    gotoAndStop(1);
    ... because from this scope -- that is, from this point of
    view -- the
    MovieClip._parent property points to the same timeline that
    _root does.
    That changes, of course, based on how deeply nested the
    current scope is.
    The term "this" in the above code is optional, because Flash
    understands
    what scope you're in. From the point of view of this code,
    _parent is
    understood to refer to the current scope's parent timeline,
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    own timeline.
    You could precede either of those by "this" or not.
    Many people will argue that _root is probably best avoided,
    only because
    it's a slippery slope. It doesn't always refer to the main
    timeline you
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    into another
    SWF at runtime. Meanwhile, _parent *always* refers to the
    immediately
    parent timeline.
    So when you look at it that way, this perfectly valid AS2:
    if (_parent.animation._currentframe>1) {
    ... isn't much different at all from its AS3 counterpart:
    if (MovieClip(parent).animation.currentFrame>1) {
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    reference as a
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    >> You can string them along as...
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    Exactly.
    >> Your _currentframe in the the controller becomes
    >> currentFrame. That's about it. The rest of what I
    >> saw will fly as is.
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    functions, so
    you won't be able to attach your code direction to the
    button. Instead,
    you'll have to put it in a keyframe -- which you can also do
    with AS2. It's
    a good idea, in any case, because it allows you to put all
    your code in one
    place, making it easier to find.
    Here's a quick note on direct attachment:
    http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
    To convert your existing FLA structure to AS3, you might,
    for example,
    do this:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(2);
    function overHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(4);
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    version. The first line (buttonMode) is only necessary
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    inherited
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    to handle events, including on()/onClipEvent(), so it's
    harder to know when
    to use what approach. For buttons and movie clips, the
    princple works the
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    Let's take a quick look at reducing all this code by using
    the
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    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
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    function reversePlay():Void {
    this.prevFrame();
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    controller
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    functions. The outHandler() function associates yet another
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    simply, it
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    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
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    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
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    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
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    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
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    but you can call
    it what you like. In the case of reversePlay(), the evt
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    The target
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    refers to
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    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

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