Skype stops all sounds from working.
Lately I have been having a problem, where everytime I am in a skype call my sound stops working after a randomamount of time.
It is getting really annoying and every possible fix I could find is not working.
Does anybody know what I can do to fix this problem?
(my internet was broken last night so sorry for not replying)
No that is not it my symbols exist on all frames.
am i suppost to include any framework for it to work? if so, on what level on the timeframe?
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MovieClip(this.root) stops all code from working
All my code (code that works fine btw) stops working when I write MovieClip(this.root)
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why doesn't it work?(my internet was broken last night so sorry for not replying)
No that is not it my symbols exist on all frames.
am i suppost to include any framework for it to work? if so, on what level on the timeframe? -
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import flash.display.Loader;
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When the carousel unloads, it unloads both movies but the sound keeps on playing.
Is there any way to stop the sound from keep playing?
Thank you very much!!
-MYou want to stop the audio from playing and also downloading more video/audio if it is still downloading when you go to a new keyframe where the video display/component or mp3 player is removed from the stage because it's keyframe ended or do not exist anymore but you still hear the audio.
Add an event listener to your video playback component that calls a function when the flash player tries to remove the video plaer from the stage that stops the netstream or at least stops/pauses the video playback.
[link removed]
//sample NetConnection and NetStream classes when the video player is removed from the stage tell the NetStream to stop playing or downloading the content with .close();
var connection:NetConnection = new NetConnection();
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http://help.apple.com/iphone/7/#/iph3bd01398
Ring/Silent switch
Flip the Ring/Silent switch to put iPhone in ring mode or silent mode .
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How can i import a music CD including all sounds from 5Hz to 30KHz?
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+"how can i import a music CD including all sounds from 5Hz to 30KHz?"+
+"In order to be really lossless what configuration must be used?"+
That is two different questions. If you want "lossless," which is defined as being sonically equivalent to the source CD, iTunes has 3 choices, as thicks noted.
However, that does not provide frequency content as high as 30 kHz, since normal CD encoding is based on 44/16 PCM, and rolls off well before that. If you want all those frequencies, you have to use studio quality masters based on 192/24 encoding, which is far beyond iTunes's capabilities to handle. -
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Hi everybody,
i load external swf to the main movie. They all have sound. Have no problem to stop sound of the main movie (by the behaviors), but it doesn’t stop the sound of the external one. What AC should be used to stop all sound, external and internal?
Thanks
Sbelieve it or not, you nearly hit it right on the head! lol under AS2 the line is: stopAllSounds();
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How to stop all sounds in root
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on (press) {
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Reset the iPod - Press Menu and Center button for about 10 secs till the Apple logo comes On then release the buttons.
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Soundboard Help! - Convert AS2 to AS3 - Stop All Sounds On button release
Im making a soundboard and I chose AS3 by accident. What I need the code to do is STOP the CURRENT sound from playing
if another is pressed.
the code that worked for AS1 and AS2 was
onMouseDown = function () {
stopAllSounds();
I tried messing around with this in AS3:
import flash.media.SoundMixer;
"mouseUp" (MouseEvent.MOUSE_UP), "click" (MouseEvent.CLICK)
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but It doesnt do anything.
import flash.media.SoundMixer;
SoundMixer.StopAll();
^^^
plays the sound once and messes the sound up after playing for only half a second or not at all
thanks a lot for helpthis as2 code:
onMouseDown = function () {
stopAllSounds();
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function f(e:Event):void{
SoundMixer.stopAll(); -
Stop All Sounds and goToAndPlay Label
Can someone aide me with a simple solution in AS3 to allow a
movie clip to stop a Sound Object as well as going to a label and
playing it. I'm a graphic designer trying to get a handle on AS3.
Any assistance is greatly appreciated.fiveflightsup,
> Thanks for your help.
Sure thing.
> Here's what I came up with other a little research
> ,studying your instructions and pulling out a few
> hairs. It works but question is it correct :-)
Before I continue replying, I should point out there are two
ways to
visit this forum. One way is to visit the adobe.com website
with a browser
and select Support > Forums. My guess is that you're using
this approach.
Another way is to use a news client like Thunderbird or
Outlook Express and
read Adobe's NNTP feeds. That's the way I'm using. What's the
difference?
There are many differences, but the important one is that the
browser
version lets you edit your replies, while the news client
approach does not.
That said, I have to be open to the possibility that you've
edited some
of your posts. Maybe there's something I'm just not seeing.
Bear that in
mind if my reply doesn't match up with what you've written.
You're saying you've studied my suggestions, researched this
topic, and
come up with this variation:
> var soundReq:URLRequest = new
URLRequest("flashgame_intro_extended.mp3");
> var sound:Sound = new Sound();
> var channel:SoundChannel;
>
> sound =new Sound ();
>
> sound.load(soundReq);
>
> sound.addEventListener(Event.COMPLETE, onComplete);
>
> function onComplete(event:Event):void
> {
> sound.play();
> }
While slightly different, this still doesn't make practical
use of the
SoundChannel class, so I'll spell it out this time and try to
explain a bit
more while I do.
> var soundReq:URLRequest = new
URLRequest("flashgame_intro_extended.mp3");
> var sound:Sound = new Sound();
> var channel:SoundChannel;
These lines are fine. In ActionScript, when you need an
object, you
instantiate it. The way you communicate with an object,
often, is to
declare a variable typed to that kind of object, and then set
that variable
to the object in question. That lets you refer to the object
by way of an
arbitrary variable name. You're doing exactly that:
var soundReq:URLRequest = new
URLRequest("flashgame_intro_extended.mp3");
In that line, you declare an arbitrarily named variable,
soundReq, type
it as a URLRequest object, and then set it to an instance of
the URLRequest
class. Once you do that, the variable soundReq gives you a
convenient "nick
name" or "handle" you can use to refer to that URLRequest
instance. In
fact, you use this reference a few lines later.
> sound = new Sound();
>
> sound.load(soundReq);
In this pair of lines, you don't need the first line. You
already
instantiated the Sound class earlier. No need to do it again.
The second
in this pair of lines is useful, though, because you're
putting that
previously-instantiated Sound object to work. How? By
invoking the
Sound.load() method on your object (aka instance). And this
is where you're
making use of that URLRequest instance created earlier.
> sound.addEventListener(Event.COMPLETE, onComplete);
Here, you're wiring up your Sound instance -- referred to by
the
arbitrary variable name, sound -- so that it performs the
onComplete()
function when the Event.COMPLETE event occurs (that is, when
the requested
MP3 file fully loads).
Finally ...
> function onComplete(event:Event):void
> {
> sound.play();
> }
... which is where you need to actually use your SoundChannel
instance, if
you plan to eventually stop the MP3 from playing. I did show
this in a
previous reply, but I'll repeat it here:
function onComplete(event:Event):void {
channel = sound.play();
The play() method returns a value, which happens to be a
SoundChannel
instance. You declared a SoundChannel-typed variable earlier,
named
channel, and all you're doing here is setting channel to a
SoundChannel
instance. Not just *any* SoundChannel instance, but the one
associated with
the playing of this particular sound, which is an MP3 file.
With me?
Doing what I just showed lets you stop the music later by
invoking the
SoundChannel.stop() method on your channel instance.
e.g.
// in later code ...
channel.stop();
Before you move forward, you should make sure you understand
100% what's
going on here. There shouldn't be any pulling of hair -- at
least not until
you dig into something new. ;) In order to be able to stop
sound in the
way I've been describing, you have to associate that sound
with a sound
channel.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design." -
My iphone 5 stopped all sounds cant get it to ring or any sounds at all
MY I 5 PHONE STOPPED RINGING ALL SOUNDS ARE GONE , I FLIP THE MUTE SWITCH AND TURN PHONE OFF I TRIED EVERY THING HOW CAN I GET SOUND BACK ?
Make sure the Side Switch is in the correct "up" position, meaning pushed closer toward the face of the phone (the side with the screen), then try pushing your volume buttons see if the ringer volume changes, if that doesnt work go into your Settings>Sounds and check all of those settings
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