No Sound/Volume

My ipad today just turned sound off. Its not muted, connected to bluetooth, and so on. i have rebooted and rese

Hi xCrazyBanana,
Welcome to Apple Support Communities.
It appears that there’s a no sound issue with your iPad. If you haven’t already, take a look at the article linked below which provides additional troubleshooting steps that you may not have already tried.
If you hear no sound or distorted sound from your iPhone, iPad, or iPod touch speaker - Apple Support
Cheers,
-Jason

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    ++++++++++++++++++++++++++++
    Here is my code:
    package
       import flash.display.MovieClip;
        import flash.utils.Timer;
        import flash.events.TimerEvent;
        import flash.events.MouseEvent;
        import flash.media.Sound;
       import flash.events.Event;
        import flash.media.SoundChannel;
        import flash.media.SoundMixer;
        import flash.media.SoundTransform;
        public class BugGoopFSGame extends MovieClip
           public var mybackground:BackGround;
    //        public var LetterArray:LetterArray = new LetterArray(stage);
            public var lettera:A;
            public var cinders:Cinders;
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            public var spidy:Spidy;
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            public var timerback:TimerBack;
            public var timermiddle:TimerMiddle;
            public var timerfront:TimerFront;
            public var settings_btn:Settings_btn;
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            public var channel:SoundTransform = (new Sound1()).volume(0.5,1.0); //This is where the problem is - Line 30 1151: A conflict exists with definition in namespace internal.
            public function BugGoopFSGame()
                sound1 =  new Sound1();
            //rest is not relevant to this

    Try this version that I put together. I attached the sound playing to the onClick function at the bottom. This may not be the correct place, you can move the code to any function that you like. The sound will not play from the variable declaration section of the class, it really needs to be in a function.
    package  {
                import flash.display.*;
        import flash.utils.Timer;
        import flash.events.*;
        import flash.events.MouseEvent;
        import flash.media.Sound;
        import flash.events.Event;
        import flash.media.SoundChannel;
        import flash.media.SoundMixer;
        import flash.media.SoundTransform;
        import flash.text.*;
        import flash.net.URLRequest;
        public class BugGoopFSGame extends MovieClip
            public var mybackground:BackGround;
            public var letterArray:LetterArray = new LetterArray(stage);
            public var lettera:A;
            public var cinders:Cinders;
            public var gameTimer:Timer;
            public var spidy:Spidy;
            public var myplaybtn:Play;
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            public var timermiddle:TimerMiddle;
            public var timerfront:TimerFront;
            public var settings_btn:Settings_btn;
            public var sound1:Sound;
            public var channel1:SoundChannel = new SoundChannel();
            public var channel2:SoundTransform = channel1.soundTransform;
            public function BugGoopFSGame()
                                  // this assumes that you have a sound file in a movie Library
                                  // with a class name of "Sound1"
                sound1 =  new DeltaFog();
                lettera = new A ();
                addChild(lettera);
                                  mybackground = new BackGround ();
                addChild(mybackground);
                cinders = new Cinders();
                addChild(cinders);
                spidy = new Spidy();
                addChild(spidy);
                myplaybtn = new Play();
                addChild(myplaybtn);
                timerback = new TimerBack();
                addChild(timerback);
                timermiddle = new TimerMiddle();
                addChild(timermiddle);
                timerfront = new TimerFront();
                addChild(timerfront);
                settings_btn = new Settings_btn();
                addChild(settings_btn);
                gameTimer = new Timer(31,5120);
                //Add event listener for start button
                myplaybtn.addEventListener(MouseEvent.CLICK, startTimer);
                //Add event listener for timer;
                gameTimer.addEventListener(TimerEvent.TIMER, tickTock);
                gameTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerFinished);
                gameTimer.addEventListener(TimerEvent.TIMER, fadeIn);
                gameTimer.addEventListener(TimerEvent.TIMER, moveA);
                gameTimer.addEventListener(TimerEvent.TIMER, scaleLifeBar);
                //Add event listener for when lettera is clicked
                lettera.addEventListener(MouseEvent.MOUSE_DOWN, onClick);
            //Start timer function
            public function startTimer(timerEvent:MouseEvent):void
                gameTimer.start();
                trace("Timer started");
                myplaybtn.visible = false;
            public function tickTock(timerEvent:TimerEvent):void
                trace("Tick");
            public function timerFinished(timerEvent:TimerEvent):void
                trace("Timer is finished");
            public function scaleLifeBar(timerEvent:TimerEvent):void
                timermiddle.scaleLifeBar();
            public function fadeIn(timerEvent:TimerEvent):void
                lettera.fadeIn();
            public function moveA(timerEvent:TimerEvent):void
                lettera.moveA();
            public function onClick(event:MouseEvent):void
                trace("The letter a was clicked");
                                  // this line tells the sound to play, it can also
                                  // be "sound1.play(0,int.MAX_VALUE);" if you don't need
                                  // the volume
                                  channel1 = sound1.play(0, int.MAX_VALUE);
                                  // set a value for the volume to be used
                               channel2.volume = .5;
                                  // connect the volume to the sound channel
                      channel1.soundTransform = channel2;

  • Sound volume

    Hi,
    I originally asked this question in the tiger discussion, but didn't receive an answer.
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    So I normally press the F keys to control the Sound Volume, right, just like everyone else does -
    but the Sound Volume icon in the Menu Bar at the top right does not respond to the F key at all!
    Isn't it supposed to react simultaneous with the press of the F key?
    I have to actually use my mouse click to make that volume go up and down.
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    I see what Al is seeing. Normally I just use one method or the other. The Volume Adjustment keys provide visual feedback, so it's unnecessary to check the menu extra, i.e. the Volume menu bar icon, to see the same feedback.
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  • Sound volume control unresponsive after waking from sleep

    Lately, a strange problem has developed on my MacBook 13-inch Aluminum (Late 2008), running Mac OS X 10.6.4:
    After waking the MacBook from sleep, the sound volume control keys on the keyboard does not affect the volume control of:
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