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."

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