Pause timeline

I am trying to play a movie clip with 10 frames within other
movie clips. I want each frame to play for say 8 seconds then go to
the next frame. It can loop.
I cannot get this to work. I realize it is in defining the
object. I have tried so many variations I am hopeless lost.
interview is the movie clip I want to control.
function myTimer(event:Event):void
{ var photoDelay:Timer = new Timer(1000, 8);
interview.photoDelay.addEventListener(TimerEvent.TIMER,
delay);
interview.photoDelay.addEventListener(TimerEvent.TIMER_COMPLETE,
onTimerComplete);
interview.photoDelay.start();
function delay(event:TimerEvent):void
interview.stop();
function onTimerComplete(event:TimerEvent):void
interview.nextFrame();
interview.addEventListener(Event.ENTER_FRAME, myTimer);

Are you getting any error in particular? Have you traced the
function? What exactly is happening?
Hope I can be of help or at least help you clarify so others
can help you.

Similar Messages

  • Pause timeline to allow multiple slidelets to play

    I am using Adobe Captivate 4, what I am trying to do worked fine in 3, but for some reason doesn't seem to work in 4.
    I have a slide with several Rollover Slidelets and I want the slide to pause until the user clicks on the Forward button in the playbar.  This gives the student the opportunity to click on each Rollover Slidelet and view the content then only move forward in the tutorial when they are done "playing" with the Rollovers.
    What is happening is the slide is pausing as long as I don't roll-over or click on anything.  As soon as I click or rollover a Slidelet the tutorial advances to the next slide.  I can extend the timeline to 10 minutes but this skews the tutorial duration that displays in the menu and I have several of these in the project so what is a 30 minute tutorial looks like a 90 minute tutorial.
    I am using the standard playbar and not custom navigation buttons.
    Each Slidelet has the following properties:
    Rollover Slidelet Tab
    If the user clicks inside the Rollover Slidelet - Stick Slidelet
    Options Tab
    Timing - Display for - rest of slide
    Advanced Tab
    When the mouse moves over the rollover slidelet - On Rollover - No Action (I have tried Continue also)
    On each slide I have added a click box with the following properties:
    Click Box Tab
    f the user clicks inside the click box - On Success - No Action
    If the user clicks outside the click box - Allow User  - Infinite attempts
    Options Tab
    Timing - Display for - Rest of slide
    Options - Pause project until user clicks
    Has anyone come accross this or have a solution?

    Hi there
    I've seen it happen myself as well as having seen others report it. Usually the culprit is ActionScript3. The usual remedy is to configure the Advanced tab to no action. But you state you have already done this. Odd
    Does it happen with ANY of the Slidelets? Or maybe it's just one of them. If you can isolate it to a specific Slidelet, maybe you forgot to configure the Advanced tab for that one Slidelet.
    Never hurts to double check.
    Cheers... Rick
    Helpful and Handy Links
    Captivate Wish Form/Bug Reporting Form
    Adobe Certified Captivate Training
    SorcerStone Blog
    Captivate eBooks

  • Pause timeline for specified time

    I need to make an interactive presentation I've made earlier into an autorunning presentation.
    I figured I could just throw out the buttons that advance the animation and swap the sym.stop(); functions for something that just pauses the timeline for a given amount of miliseconds, but I can't for the life of me figure out what this function would be. I'm no programmer, so please: babysteps
    Thanks...

    I've just used this code with a slight variation by adding a trigger at the point that I want the animation to stop.  Is is useful because you won't always want your animation to stop on the timeline at a convenient rounded number and you can simply add the sym.stop at the exact point you want, without having to reference a precise time measurement.  All credit to sudeshna sarkar though for the original code.
       sym.stop();  
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  • AS3 play and pause timeline as well as soundchannels

    I am trying to make global playback control buttons to play & pause the timeline as well as the sound channels. I have managed to get the buttons to function correctly with  controlling the timeline but I need them to also work with the  soundchannels too.
    Here is the code I created for the buttons:
    btnStop.visible = true;
    btnPlay.visible = false;
    var movieclip:MovieClip;
    function stopMovieClip(mc:MovieClip):void{
    mc.stop();
    for (var i:int = 0; i < mc.numChildren; i++)
    var mcChild = mc.getChildAt(i);
    if (mcChild is MovieClip) stopMovieClip(mcChild);
    btnPlay.visible = true;
    btnStop.visible = false;
    function playMovieClip(mcPlaying:MovieClip):void{
    mcPlaying.play();
    for (var j:int = 0; j < mcPlaying.numChildren; j++)
    var mcPlay = mcPlaying.getChildAt(j);
    if (mcPlay is MovieClip) playMovieClip(mcPlay);
    btnStop.visible = true;
    btnPlay.visible = false;
    btnStop.addEventListener(MouseEvent.CLICK, stopAll);
    function stopAll(event:MouseEvent):void
    stopMovieClip(con);
    btnPlay.addEventListener(MouseEvent.CLICK, PlayMC);
    function PlayMC(event:MouseEvent):void
    playMovieClip(con);
    And the code for the soundchannels:
    import flash.media.SoundChannel;
    var strokeVOSound:strokeVO = new strokeVO();
    var strokeVOChannel:SoundChannel = new SoundChannel();
    var bleedVOSound:bleedVO = new bleedVO();
    var bleedVOChannel:SoundChannel = new SoundChannel();
    yellow_mc.visible=false;
    blue_mc.visible=false;
    strokebtn_mc.addEventListener(MouseEvent.CLICK, displayStroke);
    strokebtn_mc.buttonMode = true;
    function displayStroke(e:MouseEvent):void {
    trace ('Clicked')
    yellow_mc.visible=true;
    blue_mc.visible=false;
    bleedVOChannel.stop();
    strokeVOChannel = strokeVOSound.play();
    bleedbtn_mc.addEventListener(MouseEvent.CLICK, displaybleed);
    bleedbtn_mc.buttonMode = true;
    function displaybleed(e:MouseEvent):void {
    yellow_mc.visible=false;
    blue_mc.visible=true;
    trace ('Clicked')
    strokeVOChannel.stop();
    bleedVOChannel = bleedVOSound.play();
    The soundchannels are triggered by a movieclip which acts as a button.
    Any help would be much appreciated.
    Thanks

    For the two soundchannel sounds you have, you will need to keep track if and which one is playing so that you can use some logic to stop the sound right after you mark where the sound was (position)  so that you can resume playing it again when the play button is selected.
    So if the stroke sound is started, you could assign a boolean variable named something like 'strokeplaying' to be true (setting the other sounds similar boolean false).  Then, in your pause function you would test to see if strokeplaying is true and if it is, store the position property and stop the channel playing. 
    When play is selected, similarly, you test if that sound is true and if so you restart it using the position value you stored as the starting point.  You do the same for the other sound... remembering that it is possible neither is playing when pause it clicked.

  • Stop timeline exactly where it is

    I need help with stopping the timeline and audio exactly
    where it is when my pause button is pressed. The pause changes to a
    play button which on release I want to pick up from exactly where
    it is on the timeline and in the audio. Can this be done?? Would it
    be a function for when the button is pressed? I'm fairly good with
    general scripting, but I didn't know if this could be done or if it
    was something really advanced. If anyone could help me I would
    greatly appreciate it. Thanks for you time and guidance.

    layerburn,
    > I found my way to your blog David and found your article
    > on pausing sound, it was exactly what I needed.
    Cool. Glad that helped.
    > However, how would i refterence my pause_btn if it is
    nested
    > in a movie clip called pauseNplay??
    You could either make pauseNplay a "button," even though
    it's a movie
    clip. Note in the "MovieClip class" entry of the ActionScript
    2.0 Language
    Reference that movie clips support many of the same events as
    the Button
    class. (Classes define objects in ActionScript, and they
    serve as terrific
    Owner's Manuals for the object in question. See the "First
    Time Here?" link
    on my blog for what I hope are some helpful articles.)
    Or ... you could simply path to it. Rather than ...
    pause_btn.onRelease = function() { ... }
    ... it sounds to me like this might be ...
    pauseNplay.pause_btn.onRelease = function() { ... }
    Objects paths are a lot like folder paths on your hard
    drive.
    > Also I was curious about pausing the actual timeline
    exactly
    > where it is. That part I haven't figured out yet.
    For that, you simply need the MovieClip.play() and
    MovieClip.stop()
    methods -- you'll see those in the MovieClip class, as well.
    Even the main
    timeline is a movie clip, so those work there, too. Just add
    another line
    inside your button handler ...
    pauseNplay.pause_btn.onRelease = function() {
    dynamic_sound.start(dynamic_sound.position / 1000);
    this._parent._parent.play();
    Keep in mind, I just made up this._parent._parent, because I
    have no
    idea where your main timeline is in relation to this button.
    Both buttons
    and movie clips have a _parent property that points to the
    object that
    contains them. this._parent._parent might just point to your
    main timeline,
    if pauseNplay is located there. Pathing makes sense once you
    wrap your head
    around it.
    > I have the pause timeline code that uses an interval to
    count off so
    > many seconds, but how do I script it to acknowledge the
    pause
    > and subtract the time that has already been counted to
    resume and
    > finish the count to continue on??
    The getTimer() function tells you how many milliseconds have
    passed
    since the movie began. When you go into pause mode, you could
    store the
    current value of getTimer() in a variable, then retrieve that
    number and
    peform math on it to make decisions in the future.
    It sounds like you might benefit from picking apart each of
    these pieces
    and mastering them on their own. When you have solid footing,
    it helps make
    sense of them when you combine them in (possibly) complex
    ways.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Stoping a timeline for set durations at various frames (AS3) ?

    Hi Guys,
    I'm wondering how to stop the root timeline at a given frame using action script 3 in flash CS4
    With AS2 I used this kind of script that worked all the time.
    this.createEmptyMovieClip ("timer",50);
    timer.onEnterFrame = function () {
        if (this.startTime > 0) {
            var difference = getTimer () - this.startTime;
            if (difference > this.timerLength) {
                this.target.play ();
                this.startTime = 0;
    function pauseFor (theTime) {
        stop ();
        timer.timerLength = theTime;
        timer.startTime = getTimer ();
        timer.target = this;
    And I called the pause duration from the frame that needed it, etc.
    Any ideas for AS3? (I've been away from flash for a year and it shows...ouch! but I'm a n00b to as3)
    Thanks in advance!!

    Hi Thali-Hoo,
    What you're going to want to do is take advantage of the timer class here, use a document class for your FLA and use an undocumented method addFrameScript. I've written up a sample of how to do all of this and posted it in a zip file. Basically here's what I've done though:
    package
        import flash.display.MovieClip;
        import flash.events.Event;
        import flash.events.TimerEvent;
        import flash.utils.Timer;
         * @author Jesse Nicholson
        public class PauseTimeline extends MovieClip
            public function PauseTimeline()
                if (stage) {
                    init();
                }else {
                    addEventListener(Event.ADDED_TO_STAGE, init);
            private function init(e:Event = null):void
                trace(totalFrames);
                addFrameScript(30, frame30);
            private function frame30():void
                //The playhead has just hit frame thirty. This is the same as having a script on a frame icon in the IDE
                trace("Hello, frame thirty");
                stop();
                var delayTimer:Timer = new Timer(5000, 0);
                //It's not the best thing to throw a function right into the handler reference but in this case it's short and sweet. See below on how you'd write the function out proper
                //This is how you would do the listener normally
                //delayTimer.addEventListener(TimerEvent.TIMER, frameThirtySleepTimerExpired);
                delayTimer.addEventListener(TimerEvent.TIMER, function(TimerEvent):void { gotoAndPlay(1); } );
                delayTimer.start();
            private function frameThirtySleepTimerExpired(e:TimerEvent):void
                //Check and see if the timer listener is on the currentTarget (the delayTimer object) and remove it if exists
                if(e.currentTarget.hasEventListener(TimerEvent.TIMER) == true){
                    e.currentTarget.removeEventListener(TimerEvent.TIMER, frameThirtySleepTimerExpired);
                //Do whatever you want to do in here (when your timer has expired/completed)
                 gotoAndPlay(1);
    So, to explain. The FLA has 50 frames on the root timeline. On init (which is when the stage is present, which means that the class has fully initialize and the constructor has been processed etc blah blah) I use addFrameScript and attach the method frame30 to frame 30 on the root timeline. This is the same as just going to frame 30 in the IDE, making a keyframe and writing on the timeline.
    So when the play head lands on frame 30, it calls the frame30 function. Inside that function we stop the playing of the timeline, create a timer object with a delay of 5 seconds and instead of passing in a reference to a handler function I just write a function on a single line right in there. Not the best way but for this example it's short and clean, but I still included a sample of how to do it normally commented out.
    When the timer is started, the clock starts ticking. When the timer has finished counting through it's delay, it will fire an event to the listener handler function which only has the code "gotoAndPlay(1)" to restart playing from frame 1, looping the whole process. I think this is what you're looking for but if not or if you have any questions let me know. In my job I try to work with AS3 as much as I can but sometimes (like today) they force me to go back to AS2 and.. well basically I can sympathize with you so let me know if you need any other help transitioning to AS3! lol Hope this works for ya,
    Jesse
    PS - DL The example here! http://ascensionsystems.ca/Pause Timeline.zip

  • Stop and Play All Child MovieClips in Flash with Actionscript 3.0

    I am stuck with the ActionScript here. I have a very complex animated flash movie for eLearning. These contain around 10 to 15 frames. In each frame I am having multiple movie clip symbols. The animation has been created using a blend of scripting and also normal flash animation.
    Now I want to create pause and play functionality for the entire movie. I was able to create the pause function but when i try to play the movie it behaves very strange.
    I was able to develop the pause functionality by refering to the below mentioned links:
    http://www.unfocus.com/2009/12/07/stop-all-child-movieclips-in-flash-with-actionscript-3-0 /
    http://www.curiousfind.com/blog/174
    Any help in this regard is highly appreciated as i am approaching a deadline.
    I am pasting the code below:
    import flash.display.MovieClip;
    import flash.display.DisplayObjectContainer;
    import flash.utils.Timer;
    import flash.events.TimerEvent;
    import fl.transitions.*;
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    import fl.transitions.TweenEvent;
    import flash.events.Event;
    import flash.events.MouseEvent;
    stop();
    // function to stop all movieclips
    function stopAll(content:DisplayObjectContainer):void
        if (content is MovieClip)
            (content as MovieClip).stop();
        if (content.numChildren)
            var child:DisplayObjectContainer;
            for (var i:int, n:int = content.numChildren; i < n; ++i)
                if (content.getChildAt(i) is DisplayObjectContainer)
                    child = content.getChildAt(i) as DisplayObjectContainer;
                    if (child.numChildren)
                        stopAll(child);
                    else if (child is MovieClip)
                        (child as MovieClip).stop();
    // function to play all movieclips
    function playAll(content:DisplayObjectContainer):void
        if (content is MovieClip)
            var movieClip:MovieClip = content as MovieClip;
            if (movieClip.currentFrame < movieClip.totalFrames) // if the main timeline has reached the end, don't play it
       movieClip.gotoAndPlay(currentFrame);
        if (content.numChildren)
            var child:DisplayObjectContainer;
            var n:int = content.numChildren;
            for (var i:int = 0; i < n; i++)
                if (content.getChildAt(i) is DisplayObjectContainer)
                    child = content.getChildAt(i) as DisplayObjectContainer;
                    if (child.numChildren)
                        playAll(child);
                    else if (child is MovieClip)
                        var childMovieClip:MovieClip = child as MovieClip;
                        if (childMovieClip.currentFrame < childMovieClip.totalFrames)
          //childMovieClip.play();
          childMovieClip.play();
    function resetMovieClip(movieClip:MovieClip):MovieClip
        var sourceClass:Class = movieClip.constructor;
        var resetMovieClip:MovieClip = new sourceClass();
        return resetMovieClip;
    pauseBtn.addEventListener(MouseEvent.CLICK, onClickStop_1);
    function onClickStop_1(evt:MouseEvent):void
    MovieClip(root).stopAll(this);
    myTimer.stop();
    playBtn.addEventListener(MouseEvent.CLICK, onClickPlay_1);
    function onClickPlay_1(evt:MouseEvent):void
    MovieClip(root).playAll(this);
    myTimer.start();
    Other code which helps in animating the movie and other functionalities are as pasted below:
    stage.addEventListener(Event.RESIZE, mascot);
    function mascot():void {
    // Defining variables
    var mc1:MovieClip = this.mascotAni;
    var sw:Number = stage.stageWidth;
    var sh:Number = stage.stageHeight;
    // resizing movieclip
    mc1.width = sw/3;
    mc1.height = sh/3;
    // positioning mc
    mc1.x = (stage.stageWidth/2)-(mc1.width/2);
    mc1.y = (stage.stageHeight/2)-(mc1.height/2);
    // keeps the mc1 proportional
    mc1.scaleX <= mc1.scaleY ? (mc1.scaleX = mc1.scaleY) : (mc1.scaleY = mc1.scaleX);
    stage.removeEventListener(Event.RESIZE, mascot);
    mascot();
    this.mascotAni.y = 100;
    function mascotReset():void
    // Defining variables
    var mc1:MovieClip = this.mascotAni;
    stage.removeEventListener(Event.RESIZE, mascot);
    mc1.width = 113.45;
    mc1.height = 153.85;
    mc1.x = (stage.stageWidth/2)-(mc1.width/2);
    mc1.y = (stage.stageHeight/2)-(mc1.height/2);
    // keeps the mc1 proportional
    mc1.scaleX <= mc1.scaleY ? (mc1.scaleX = mc1.scaleY) : (mc1.scaleY = mc1.scaleX);
    var interval:int;
    var myTimer:Timer;
    // function to pause timeline
    function pauseClips(secs:int, myClip:MovieClip):void
    interval = secs;
    myTimer = new Timer(interval*1000,0);
    myTimer.addEventListener(TimerEvent.TIMER, goNextFrm);
    myTimer.start();
    function goNextFrm(evt:TimerEvent):void
      myTimer.reset();
      myClip.nextFrame();
      myTimer.removeEventListener(TimerEvent.TIMER, goNextFrm);
    // function to pause timeline on a particular label
    function pauseClipsLabel(secs:int, myClip:MovieClip, myLabel:String):void
    interval = secs;
    myTimer = new Timer(interval*1000,0);
    myTimer.addEventListener(TimerEvent.TIMER, goNextFrm);
    myTimer.start();
    function goNextFrm(evt:TimerEvent):void
      myClip.gotoAndStop(myLabel);
      myTimer.removeEventListener(TimerEvent.TIMER, goNextFrm);
    MovieClip(root).pauseClips(4.5, this);
    // function to fade clips
    function fadeClips(target_mc:MovieClip, next_mc:MovieClip, from:Number, to:Number):void
    var fadeTW:Tween = new Tween(target_mc, "alpha", Strong.easeInOut, from, to, 0.5, true);
    fadeTW.addEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
    function fadeFinish(evt:TweenEvent):void
      next_mc.nextFrame();
      fadeTW.removeEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
    // function to fade clips with speed
    function fadeClipsSpeed(target_mc:MovieClip, next_mc:MovieClip, from:Number, to:Number, speed:int):void
    var fadeTW:Tween = new Tween(target_mc, "alpha", Strong.easeInOut, from, to, speed, true);
    fadeTW.addEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
    function fadeFinish(evt:TweenEvent):void
      next_mc.nextFrame();
      fadeTW.removeEventListener(TweenEvent.MOTION_FINISH, fadeFinish);
    // function to show screen transitions
    function screenFx(target_mc:MovieClip, next_mc:MovieClip):void
    //var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
    var tranFx:TransitionManager = new TransitionManager(target_mc);
    tranFx.startTransition({type:Iris, direction:Transition.OUT, duration:1.2, easing:Strong.easeOut, startPoint:5, shape:Iris.CIRCLE});
    tranFx.addEventListener("allTransitionsOutDone",doneTrans);
    function doneTrans(evt:Event):void
      next_mc.nextFrame();
      tranFx.removeEventListener("allTransitionsOutDone",doneTrans);
    // function to show screen transitions inverse
    function screenFxInv(target_mc:MovieClip, next_mc:MovieClip):void
    var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
    var tranFx:TransitionManager = new TransitionManager(target_mc);
    tranFx.startTransition({type:Iris, direction:Transition.IN, duration:2, easing:Strong.easeOut, startPoint:5, shape:Iris.SQUARE});
    tranFx.addEventListener("allTransitionsInDone",doneTrans);
    function doneTrans(evt:Event):void
      next_mc.nextFrame();
      tranFx.removeEventListener("allTransitionsInDone",doneTrans);
    // function to zoom in
    function zoomFx(target_mc:MovieClip):void
    //var tweenTW:Tween = new Tween(target_mc,"alpha",Strong.easeInOut,0,1,1.2,true);
    var tranFx:TransitionManager = new TransitionManager(target_mc);
    tranFx.startTransition({type:Zoom, direction:Transition.IN, duration:3, easing:Strong.easeOut});
    //tranFx.addEventListener("allTransitionsInDone",doneTrans);
    /*function doneTrans(evt:Event):void
      next_mc.nextFrame();
    // Blinds Fx
    function wipeFx(target_mc:MovieClip):void
    var tranFx:TransitionManager = new TransitionManager(target_mc);
    tranFx.startTransition({type:Wipe, direction:Transition.IN, duration:3, easing:Strong.easeOut, startPoint:9});
    // Blinds Fx Center
    function fadePixelFx(target_mc:MovieClip):void
    var tranFx:TransitionManager = new TransitionManager(target_mc);
    tranFx.startTransition({type:Fade, direction:Transition.IN, duration:1, easing:Strong.easeOut});
    tranFx.startTransition({type:PixelDissolve, direction:Transition.IN, duration:1, easing:Strong.easeOut, xSections:100, ySections:100});

    This movie is an animated movie from the start to end. I mean to say that though it stops at certain keyframes in the timeline it stops for only a certain time and then moves on to the next animation sequence.
    Its not an application where the user can interact.
    On clicking the play button i want the movie to play normally as it was playing before. If the user has not clicked on the pause button it would anyhow play from start to finish.
    Is there anyway where i could send in the fla file?

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    Dev blog,
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    "Luck is the residue of good design."

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