Stop all sounds or unload SWFs in Spry Tabbed Pages
Hello
I am using the Dreamweaver Spry Tabbed pages for a project.
On several of the tabbed pages I have flash content running in iFrames.
If the user does not stop the movie before clicking on another tab the sound will continue and the movie will keep running in the background.
How do I script the tabbed panel code to unload the swf content before going to another tab? And to reload the content when returning to pages with swf content again?
Thank you on beforehand.
ggaarde
Hi Sudarshan
Please go to:
http://gggraphic.com/t-mobile/tab_flash_test/
Tab 1 shows a flv by embedding the code right in the HTML
Tab 2 just shows text: Content 2
Tab 3 shows a flv imported from another HTML page in a iFrame
None of the movies are set to autoplay - you have to click the arrow to start them.
This is what I found:
On the Mac:
In Safari, Chrome and Firefox:
When playing the movie in Tab 1 (embedded flash object) > start the movie > then click tab 2 = the movie readily stops as desired, and loads the text on tab 2.
When playing the movie in Tab 3 (iFrame version) > start the movie > then click tab 2 = the movie keeps playing, and the sound will continue.
On the PC:
In IE 8 (which is my main audience) It makes no difference if the flash content is embedded or iFramed in = when clicking tab 2 the movies continues playback no matter which one (tab 1 or tab 3) is playing.
Chrome: (takes longer to load) Same as on the Mac = the embedded verion provides the desired function.
Firefox: (takes longer to load) Surprise! It does not matter is the Flash is embedded or iFramed in = When tab 2 is clicked the playback of either of the Flash versions stop.
What I would like:
Ideally I would love a fix for IE 8 that would allow stop playback of the iFrame version, since it offers many advantages over the embedded version.
Can you help me?
Thanks on beforehand.
ggaarde
The automatically generated standard Spry Assets are unchanged from your default.
This is my code for the tabbed system:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<title>Untitled Document</title>
<script src="../../SpryAssets/SpryTabbedPanels.js" type="text/javascript"></script>
<script src="../../Scripts/swfobject_modified.js" type="text/javascript"></script>
<link href="../../SpryAssets/SpryTabbedPanels.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="TabbedPanels1" class="TabbedPanels">
<ul class="TabbedPanelsTabGroup">
<li class="TabbedPanelsTab" tabindex="0">Tab 1</li>
<li class="TabbedPanelsTab" tabindex="0">Tab 2</li>
<li class="TabbedPanelsTab" tabindex="0">Tab 3</li>
</ul>
<div class="TabbedPanelsContentGroup">
<div class="TabbedPanelsContent">Flash Content - flash object embedded in code<br>
<object id="FlashID" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="640" height="360">
<param name="movie" value="TreeRemoval.swf" />
<param name="quality" value="high" />
<param name="wmode" value="opaque" />
<param name="swfversion" value="6.0.65.0" />
<!-- This param tag prompts users with Flash Player 6.0 r65 and higher to download the latest version of Flash Player. Delete it if you don’t want users to see the prompt. -->
<param name="expressinstall" value="../../Scripts/expressInstall.swf" />
<!-- Next object tag is for non-IE browsers. So hide it from IE using IECC. -->
<!--[if !IE]>-->
<object type="application/x-shockwave-flash" data="TreeRemoval.swf" width="640" height="360">
<!--<![endif]-->
<param name="quality" value="high" />
<param name="wmode" value="opaque" />
<param name="swfversion" value="6.0.65.0" />
<param name="expressinstall" value="../../Scripts/expressInstall.swf" />
<!-- The browser displays the following alternative content for users with Flash Player 6.0 and older. -->
<div>
<h4>Content on this page requires a newer version of Adobe Flash Player.</h4>
<p><a href="http://www.adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" width="112" height="33" /></a></p>
</div>
<!--[if !IE]>-->
</object>
<!--<![endif]-->
</object>
</div>
<div class="TabbedPanelsContent">Content 2</div>
<div class="TabbedPanelsContent">Content 3 - Flash content in iFrame <br>
<iframe src="http://gggraphic.com/t-mobile/tab_flash_test/iFrame_source.html " style="border:0px #FFFFFF none;" name="myiFrame" scrolling="no" frameborder="0" marginheight="0px" marginwidth="0px" height="360px" width="640px"></iframe>
</div>
</div>
</div>
<script type="text/javascript">
var TabbedPanels1 = new Spry.Widget.TabbedPanels("TabbedPanels1");
swfobject.registerObject("FlashID");
</script>
</body>
</html>
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[link removed]
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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 ?
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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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Stop all sounds as3? Help
When the game starts. I have toggle button. I can play a sound or stop sound. When i play the sound, of course its not muted so even if i go to the next page. I can reason out that the sounds will still play.
But if i press the no sound,so it means it must be muted.. on the first screen, the sound stops. But when I go the next frames and to others. The sounds are playing. The sound on the starting screen
was like
var test:Sound = new NameOfSound();
but in the next frames.. the sound is in the frame itself.. no declaring like the first screen..
and also some sounds is playing when something happens or for example if the bullet hits the target collsion..sound play..
i tried to have solution like on the first screen if for example it is muted.. ill set it to trueStop.. then on the next frames.. i would put:
if(trueStop == true){
SoundMixer.stopAll();
that way the frame sounds stopped and working.. but the sounds attach to the function when like i said if a collision happens,, the sound is still playing.. arrgghh i cant explain clearly.. i hope you understand my problem..
any ideas?if you need to stop individual sounds, assign a soundchannel to the instance returned by your play method and apply a stop method to that soundchannel.
for example:
var s1:Sound=new S1();
var sc1:SoundChannel=s1.play();
// now at any time you can use:
sc1.stop(); // to stop s1 only. -
Spry Tabbed Pages Keep Shifting
I have built a page using the Spry Tabbed Panels. I have one
set inside of another. The problem is when you click a main tab and
then a secondary tab and then roll over the main tabs again the
width changes on the secondary tab. I have no idea why it does
this. Here is the link: Thanks in advance.
http://www.pco2.com/v/vspfiles/downloadables/spry/Tabbed_Page_3.htmlI would have to say that I am not sure it is a good idea to
be using the tabs spry function as a navigation system. It is not
what it was intended for. This puts your entire web site on one
HTML page. If you lots of images, this could be a rather large
download. Downloading an entire web site before you can see just
one page is not very efficient. You are better off, IMHO, to use
the SPRY tabs sparingly and where they are conducive to the content
and not as site navigation.
My $0.02 -
Want to stop all sounds and start them up too
Hi.
I have a flash website that is entirely based on videos. It
loads and starts with an intro. Then a scene where a loop movie
plays, and depending on which objects from the scene you press on a
different videos start playing and then back to the scene.
The problem si that, as with all videos, the sound is
incorporated into the different videos that load.
I want to stop or set the volume to zero by pressing on a
button and to restore the sound by pressing again. How can i do
that and have the sound stopped even if i load different movies all
with their sound incorporated?
Thank you.I do not recommend reformatting your harddrive and reloading your software. This is a Windows thing. On an older mac it may be difficult to find all your software again.
Best to have greater than 2gig of free space. Many posters to these forums state that you need much more free space: 5 gig to 10 gig or 10 percent of you hd size.
(0)
Be careful when deleting files. A lot of people have trashed their system when deleting things. Place things in trash. Reboot & run your applications. Empty trash.
Go after large files that you have created & know what they are. Do not delete small files that are in a folder you do not know what the folder is for. Anything that is less than a megabyte is a small file these days.
(1)
Run
OmniDiskSweeper
"The simple, fast way to save disk space"
OmniDiskSweeper is now free!
http://www.omnigroup.com/applications/omnidisksweeper/download/
This will give you a list of files and folders sorted by size. Go after things you know that are big.
(2)
These pages have some hints on freeing up space:
http://thexlab.com/faqs/freeingspace.html
http://www.macmaps.com/diskfull.html
(3)
Buy an external firewire harddrive.
For a PPC computer, I recommend a firewire drive.
Has everything interface:
FireWire 800/400 + USB2, + eSATA 'Quad Interface'
save a little money interface:
FireWire 400 + USB 2.0
This web page lists both external harddrive types. You may need to scroll to the right to see both.
http://eshop.macsales.com/shop/firewire/1394/USB/EliteAL/eSATA_FW800_FW400_USB
(4)
Buy a flash card. -
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)
SoundMixer.stopAll();
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();
// would be the following in as3:
this.addEventListener(MouseEvent.MOUSE_DOWN,f);
function f(e:Event):void{
SoundMixer.stopAll(); -
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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