Why wont my mic work?
I just bought an Audio Technica ATR2500 USB Condenser mic and I cant get it to record audio. I've changed all inputs to the mic, through the System Preferences>Sound option, through the Audio Midi, and through Garageband, but the mic still wont record sound. When I try to record something, there is a high amount of feedback, and you can barely hear my voice in the background. When i touch the mic, you can hear feedback also. I know that the mic isnt picking up much because I can see it what its picking up through Garageband and the System Preferences>Sound bar. I followed all directions, have done countless searches, and it seems like I am the only one with this problem. Is the mic not compatible with OSX Lion, or is it my setup? I just cant seem to figure it out. Ive recorded things before, so I am familar with how to change outputs and inputs, but I just cant seem to get this mic to work even though it is recognized by my Mac. Any suggestions?
Thanks in advance.
I'm having this same problem. I'm running an MBP with Mountain Lion and a Mac Mini Server with Mountain Lion...works just fine on the MBP, and super quiet on the Mac Mini. No help from their website...this thing might be going back to Amazon
Similar Messages
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Hello,my question is why wont google toolbar work with firefox 5?????
Also how can i get firefox 4 back so i can use the toolbar???This page is an easier way to download Firefox 4.0: http://www.mozilla.com/en-US/products/download.html?product=firefox-4.0&os=win&lang=en-US , as this links starts the download process asap.
I needed to upgrade to Firefox 4.0+ for an add-on that I really needed. However, I can't use Firefox 5.0, as I randomly checked 3 add-on's I had: "Firefox PDF", "Delicious Bookmarks" and "After the Deadline", and none of them worked with Firefox 5.0. In fact, I will have to download alpha versions, etc., to get these add-ons to work with Firefox 4.0. -
Why wont my volume work on my iPhone 4s?
why wont my volume work on my iPhone 4s?
Hey Chelsreb,
Thanks for the question. I understand you are experiencing issues with your iPhone 4s. The following resource may provide a solution:
iPhone: No sound or distorted sound from speaker
http://support.apple.com/kb/ts5180
1. Verify that the volume is set to a level you would normally be able to hear.
2. Ensure that there is nothing plugged in to the headset jack or the dock connector.
3. If the iPhone is in a protective case, make sure that the speaker port isn't blocked by the case.
4. Make sure that the speaker and dock port aren't clogged with debris. If necessary, clean it with a clean, small, dry, soft-bristled brush. Carefully and gently brush away any debris.
5. If an audio issue occurs when using a specific application, try testing other applications to see if the issue persists.
6. If the iPhone is paired with a Bluetooth headset or car kit:
- Try turning off Bluetooth.
- If you experience difficulties with the Bluetooth feature, follow these troubleshooting steps.
7. Restart the iPhone.
8. If restarting doesn't fix the issue, ensure that your iPhone is updated to the latest version of iOS.
9. If the issue is not resolved after restoring the iPhone software, please contact Apple Support.
If the issue persists, please follow the last step by contacting Apple Support for support and service options.
Thanks,
Matt M. -
Why wont my phone work after sync with itunes
why wont my phone not work at all after downloading itunes and doing sync...got no service and everything is missing from my phone
Nope, tried twice but doesn't change a thing.
Thanks though! -
Option Explicit
Sub BatchProcess()
Dim strFileName As String
Dim strPath As String
Dim oDoc As Document
Dim oLog As Document
Dim oRng As Range
Dim oHeader As HeaderFooter
Dim oSection As Section
Dim fDialog As FileDialog
Set fDialog = Application.FileDialog(msoFileDialogFolderPicker)
With fDialog
.Title = "Select folder and click OK"
.AllowMultiSelect = False
.InitialView = msoFileDialogViewList
If .Show <> -1 Then
MsgBox "Cancelled By User", , _
"List Folder Contents"
Exit Sub
End If
strPath = fDialog.SelectedItems.Item(1)
If Right(strPath, 1) <> "\" _
Then strPath = strPath + "\"
End With
If Documents.Count > 0 Then
Documents.Close savechanges:=wdPromptToSaveChanges
End If
Set oLog = Documents.Add
If Left(strPath, 1) = Chr(34) Then
strPath = Mid(strPath, 2, Len(strPath) - 2)
End If
strFileName = Dir$(strPath & "*.doc?")
While Len(strFileName) <> 0
WordBasic.DisableAutoMacros 1
Set oDoc = Documents.Open(strPath & strFileName)
'Do what you want with oDoc here
For Each oSection In oDoc.Sections
For Each oHeader In oSection.Headers
If oHeader.Exists Then
Set oRng = oHeader.Range
oRng.Collapse wdCollapseStart
InsertMyBuildingBlock "ASAP 1", oRng
End If
Next oHeader
Next oSection
'record the name of the document processed
oLog.Range.InsertAfter oDoc.FullName & vbCr
oDoc.Close savechanges:=wdSaveChanges
WordBasic.DisableAutoMacros 0
strFileName = Dir$()
Wend
End Sub
Function InsertMyBuildingBlock(BuildingBlockName As String, HeaderRange As Range)
Dim oTemplate As Template
Dim oAddin As AddIn
Dim bFound As Boolean
Dim i As Long
bFound = False
Templates.LoadBuildingBlocks
For Each oTemplate In Templates
If InStr(1, oTemplate.Name, "Building Blocks") > 0 Then Exit For
Next
For i = 1 To Templates(oTemplate.FullName).BuildingBlockEntries.Count
If Templates(oTemplate.FullName).BuildingBlockEntries(i).Name = BuildingBlockName Then
Templates(oTemplate.FullName).BuildingBlockEntries(BuildingBlockName).Insert _
Where:=HeaderRange, RichText:=True
'set the found flag to true
bFound = True
'Clean up and stop looking
Set oTemplate = Nothing
Exit Function
End If
Next i
If bFound = False Then 'so tell the user.
MsgBox "Entry not found", vbInformation, "Building Block " _
& Chr(145) & BuildingBlockName & Chr(146)
End If
End Function
This works, using the ASAP 1 watermark that is in bold. ASAP 1 is a built-in building block, if i just rename this to ASAP, but save it in the same place with buildingblocks.dotx it wont work. What do i need to do to be able to use this with my custom building
blocks?Hi,
This is the forum to discuss questions and feedback for Microsoft Excel, this issue is related to Office DEV, please post the question to the MSDN forum for Excel
http://social.msdn.microsoft.com/Forums/en-US/home?forum=exceldev&filter=alltypes&sort=lastpostdesc
The reason why we recommend posting appropriately is you will get the most qualified pool of respondents, and other partners who read the forums regularly can either share their knowledge or learn from your interaction with us. Thank you for your understanding.
George Zhao
TechNet Community Support
It's recommended to download and install
Configuration Analyzer Tool (OffCAT), which is developed by Microsoft Support teams. Once the tool is installed, you can run it at any time to scan for hundreds of known issues in Office
programs. -
Why wont this script work???
Hi,
I have previously used this script to make a portrait scroll bar which works perfectly, however i have altered the script to work in a landscape scroll bar by altering the x and y axis and switching out the height for width. However a part of it wont work...The left and right arrows work correctly however the scroll bar does not move and I can not for the life of me figure out why.
Does anyone have any ideas as to what ive missed or done wrong?
Thanks in advance
scrolling = function () {
var scrollWidth:Number = scrollTrack._width;
var contentWidth:Number = contentMain._width;
var scrollFaceWidth:Number = scrollFace._width;
var maskWidth:Number = maskedView._width;
var initPosition:Number = scrollFace._x=scrollTrack._x;
var initContentPos:Number = contentMain._x;
var finalContentPos:Number = maskWidth-contentWidth+initContentPos;
var left:Number = scrollTrack._y;
var top:Number = scrollTrack._x;
var right:Number = scrollTrack._y;
var bottom:Number = scrollTrack._width-scrollFaceWidth+scrollTrack._x;
var dy:Number = 0;
var speed:Number = 10;
var moveVal:Number = (contentWidth-maskWidth)/(scrollWidth-scrollFaceWidth);
scrollFace.onPress = function() {
var currPos:Number = this._x;
startDrag(this, false, left, top, right, bottom);
this.onMouseMove = function() {
dy = Math.abs(initPosition-this._x);
contentMain._x = Math.round(dy*-1*moveVal+initContentPos);
scrollFace.onMouseUp = function() {
stopDrag();
delete this.onMouseMove;
btnUp.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._x+speed<maskedView._x) {
if (scrollFace._x<=top) {
scrollFace._x = top;
} else {
scrollFace._x -= speed/moveVal;
contentMain._x += speed;
} else {
scrollFace._x = top;
contentMain._x = maskedView._x;
delete this.onEnterFrame;
btnUp.onDragOut = function() {
delete this.onEnterFrame;
btnUp.onRelease = function() {
delete this.onEnterFrame;
btnDown.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._x-speed>finalContentPos) {
if (scrollFace._x>=bottom) {
scrollFace._x = bottom;
} else {
scrollFace._x += speed/moveVal;
contentMain._x -= speed;
} else {
scrollFace._x = bottom;
contentMain._x = finalContentPos;
delete this.onEnterFrame;
btnDown.onRelease = function() {
delete this.onEnterFrame;
btnDown.onDragOut = function() {
delete this.onEnterFrame;
if (contentWidth<maskWidth) {
scrollFace._visible = false;
btnUp.enabled = false;
btnDown.enabled = false;
} else {
scrollFace._visible = true;
btnUp.enabled = true;
btnDown.enabled = true;
scrolling();sorry should have said...its the aspect relating to "scrollFace" which is mentioned throughout..ive marked it out in bold and taken out anything unrelivant.
Thanks
So its:
scrolling = function () {
var scrollFaceWidth:Number = scrollFace._width;
var initPosition:Number = scrollFace._x=scrollTrack._x;
var bottom:Number = scrollTrack._width-scrollFaceWidth+scrollTrack._x;
var moveVal:Number = (contentWidth-maskWidth)/(scrollWidth-scrollFaceWidth);
scrollFace.onPress = function() {
var currPos:Number = this._x;
startDrag(this, false, left, top, right, bottom);
this.onMouseMove = function() {
dy = Math.abs(initPosition-this._x);
contentMain._x = Math.round(dy*-1*moveVal+initContentPos);
scrollFace.onMouseUp = function() {
stopDrag();
delete this.onMouseMove;
btnUp.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._x+speed<maskedView._x) {
if (scrollFace._x<=top) {
scrollFace._x = top;
} else {
scrollFace._x -= speed/moveVal;
contentMain._x += speed;
} else {
scrollFace._x = top;
contentMain._x = maskedView._x;
delete this.onEnterFrame;
btnDown.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._x-speed>finalContentPos) {
if (scrollFace._x>=bottom) {
scrollFace._x = bottom;
} else {
scrollFace._x += speed/moveVal;
contentMain._x -= speed;
} else {
scrollFace._x = bottom;
contentMain._x = finalContentPos;
delete this.onEnterFrame;
if (contentWidth<maskWidth) {
scrollFace._visible = false;
btnUp.enabled = false;
btnDown.enabled = false;
} else {
scrollFace._visible = true;
btnUp.enabled = true;
btnDown.enabled = true; -
I have just ugraded to elements 12 fro 9 and the video editor side wont load although 9 was also a bust. It asks me to sign in and when I do nothing happens I can click on new project or existing and the little stripe does its thing then nothing
browndwarf
Do you have an active Internet Connection?
You need to Sign In to the program with your Adobe ID and password otherwise the program will not work.
http://www.atr935.blogspot.com/2013/12/pe12-adobe-idpassword-requirement-for.html
Please check out the above in that regard, although, from what you wrote, you "signed in". It includes a description of a problem that I had with Sign In dialog.
Since you are having difficulties using Premiere Elements 9 or 12 on your computer, this suggests that the problem may be in the computer.
1. What computer operating system is your computing running on? Please describe it resources?
2. What video card/graphics card is your computer using? Is it using 2?
3. Are you running the program as Run As Administrator and from a User Account with Administrative Privileges?
4. Do you have the latest version of QuickTime installed on your computer with Premiere Elements 12? Is Premiere Elements 9.0/9.0.1 still installed on this same computer?
5. Do you have 3rd party plug-ins and codecs installed on this computer? In reviewing your installed programs, do you see any likely candidates for conflicting programs?
6. You say that Premiere Elements 9 was a "bust also". Did you troubleshoot that at the time and what were you told were your problems? Or was that never defined?
Please check out the above and then let us know if any of it applies to your situation.
Thanks.
ATR -
Why wont yahoo mail work after updating to newst firefox?
I can access yahoo mail site, but when I try to go to inbox, nothing happens. None of the tabs work either. I can access my account with Chrome but not with the updated Firefox.
Not sure why.
As with a problem with a 3rd party app on your computer, contact the app developer for this app regarding the problem you are having with the app on your iPhone. -
Why wont my imessage work for just one contact
For some reason my iPhone wont let me imessage with just one of my contacts... it works with all the other ones but that contact stays regular sms text! Tried rebooting the phone and turning my imessage on and off... dont get it!
I have the same problem as SWatson12, and the person I'm texting has an iPhone 4S like me and is in my house - so there isn't a question of coverage area or type of phone.
But iMessage still works with this person if I text via my Mac or iPad.
This has been a problem since last night. At first, when I updated to 10.8.2, it worked great! -
//Robert Key Building.java 1/2/05
//Design and implement a class called Building that represents a drawing
//of a building. The parameters to the constructor should be the building's
//width and height. Each building should be colored black and have a few
//random windows colored yellow. Create an applet that draws a random
//skyline of buildings
import java.awt.*;
import java.applet.Applet;
public class P4_9 extends Applet
public void Building (Graphics building)
//--------constructors--------
int height1 = 10, width1 = 5;
int height2 = 15, width2 = 5;
int height3 = 17, width3 = 5;
setBackground (Color.gray);
//Draws building one
building.setColor (Color.black);
building.fillRect (0, 175, 300, 50);
}Then i made a html file with
<html>
<applet code="P4_9.class" width=300 height=300> </applet>
</html>
But it wont load up...Why is this?--it wont load because you're not calling your Building() method...
you modify your code like this:
import java.awt.*;
import java.applet.Applet;
public class myApplet extends Applet
Graphics g;
public void init(){ // <<-- you can call it here...
g=getGraphics();
Building(g);
public void Building (Graphics building)
//--------constructors--------
int height1 = 10, width1 = 5;
int height2 = 15, width2 = 5;
int height3 = 17, width3 = 5;
setBackground (Color.gray);
//Draws building one
building.setColor (Color.black);
building.fillRect (0, 175, 300, 50);
} -
Why wont itunes 6 work??????
each time i try to download itunes 6 it comes up wit disabled and wont work with the computer. so reloaded an old one but lost all purchased music from the store and wish to invest in more but cant as u need the newer version of itunes neone can help as i would love some new music
G4 Ibook Mac OS 9.0.xYou list yourself as using OS9. To use OS9 you would need iTunes 2 if I remember correctly. That version will not work with the iTMS. I didn't think you could boot and iBook G4 in OS9.
To use the latest iTunes you need the following.
Macintosh Requirements:
Mac OS X 10.2.8 or later
500MHz G3 processor or better
QuickTime 6.5.2 or later
256MB RAM
Combo/Super Drive to burn CDs
Broadband Internet connection (DSL/Cable/LAN) for buying and streaming music
Nike + iPod Sport Kit requires Mac OS X 10.3.9 or later
Additional Video Requirements:
Mac OS X 10.3.9 or later
500 MHz G4 processor or better
QuickTime 7.0.3 or later
16MB video RAM
MJ -
Why wont home sharing work?
my home sharing wont work, I have authorized my apple id on both computers, but on the old computer on home sharing it shows up underneath home sharing saying kayla's library, I want the songs from my old computer onto my new one, not my new one onto my old one, help before I get even more frustrated and throw my laptop across the room.
Hi ..
Follow the instructions for home sharing here > Troubleshooting Home Sharing -
Why wont yahoo mail work on my macbook air in both safari and chrome browsers?
Yahoo mail is no longer working on my macbook air in both safari and chrome browsers. Nothing major has changed on the computer, why is this occuring?
Yahoo mail is no longer working on my macbook air in both safari and chrome browsers. Nothing major has changed on the computer, why is this occuring?
-
Why wont my paddle work anymore in my flash catching game?
Hey guys im making a flash game for a uni project and i had it all working great! I then proceeded to move my code and content onto the second frame to add menus and such to the game and i updated all the code so it should work on the second frame and the game still works great apart from my paddle no long moving and i cant figure out at all what ive done.
this is the code for the actual game part of it. sorry for the clutter of it but im not good with code!
could anyone tell me what i need to do to get my paddle moving again!
//code!
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent
var keyArray : Array = new Array(false,false);//An array to check if keys are pressed
var ballSpeed : int = 5;//the speed of falling lemmings
var moveSpeed : int = 7;//the speed the player can move their boat at
boat.x = stage.stageWidth/2;//move the boat to the centre of the stage at the start of the game
var lives : int = 5;//the amount of lives the player will have
var score : int = 0;//the starting score a player has
var minSpawnTime : int = 1500;//the time it takes the lemmings to spawn
var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
var spawnTimer:Timer = new Timer(2000,1); //2 seconds and loops
lives_txt.text = "Lives Left: " + lives;//text box reads lives left
score_txt.text = "Score: " + score;//text box reads score
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//event listener to tell flash to call "key pressed"
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
stage.addEventListener(Event.ENTER_FRAME, update);//event listener to tell flash to call "update" for new frames
startGame();//tells flash to call the startGame function
function startGame():void//a new function called startGame
spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
spawnTimer.start();//starts the clock on the timer
function keyPressed(event:KeyboardEvent) : void//a new function called keyPressed for when player uses arrow keys
if(event.keyCode == 39)//if the keyboard event is the right key
trace("right");//prints right in output window
keyArray[0] = true;//right key array is true
if(event.keyCode == 37)//if the keyboard event is the left key
trace("left");//prints left in output window
keyArray[1] = true;//left key array is true
function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
if(event.keyCode == 39 )//if the keyboard event is the right key
keyArray[0] = false;//right key array false
if(event.keyCode == 37)//if the keyboard event is the left key
keyArray[1] = false;//left key array false
function update(event:Event) : void//a new function called update for updating the x position of the boat
if(keyArray[0] == true)//if the keyArray for left is true
boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
if(keyArray[1] == true)//if the keyArray for right is true
boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
function spawnBall(event:TimerEvent): void//a new function called spawnBall
trace("SPAWN");//prints SPAWN in the output
var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
stage.addChild(ball);//adds this new ball onto the stage
ball.y = 0;//set the ball's vertical position to fall from
ball.x = ball.width + (Math.random() * (stage.stageWidth - (2*ball.width))); //sets the ball to have a random position on the x axsis so they seem to fall randomly
ball.addEventListener(Event.ENTER_FRAME, moveBall); //new event listener for the ball to listen for a new frame and to call the "moveBall" function
spawnTimer.reset(); //resets the spawnTimer so it can be re-started
spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
spawnTimer.start();//tell the spawnTimer to start again
if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
maxSpawnTime -= 20;//drop the minimum time between spawns by 20
function moveBall(event:Event):void //new function called "moveBall" takes up 1 argument "event"
event.currentTarget.y += ballSpeed; //move the object this functions event listener by the speed set.
if(event.currentTarget.hitTestObject(sea)) //if the lemming falls and hits the sea object
if(this.currentFrame == 2)//and we are still on frame 2
lives--;//take 1 life away from player
if(lives > -1)//if the player still have lifes
//set the text box to display the amount of lives remaining
lives_txt.text = "Lives Left: " + lives;
if(lives < 0)//if the player has less than no lives game is over
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(3);//tell flash to go to and stop on the loser screen
event.currentTarget.parent.removeChild(event.currentTarget);//remove the falling objects from the game
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
else
if(this.currentFrame == 2)//if the player is still in game
if(event.currentTarget.hitTestObject(boat))//if eventListener is attached to hits the game object called "boat"
score++;//add 1 to the players score
score_txt.text = "Score: " + score;//update the score text to read the players score
event.currentTarget.parent.removeChild(event.currentTarget);//remove remove the lemming after it has hit boat
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove the eventlistener after caught so it doesnt keep updating
if(score > 24)//if the player has more than 24 points
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(4);//tell flash to go to and stop on the 3rd frame of the time line i.e. the Game Over screentried commenting them out doesnt effect it either...
this is what the code now looks like with everything that should remove the key presses commented out
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent
var keyArray : Array = new Array(false,false);//An array to check if keys are pressed
var ballSpeed : int = 5;//the speed of falling lemmings
var moveSpeed : int = 7;//the speed the player can move their boat at
boat.x = stage.stageWidth/2;//move the boat to the centre of the stage at the start of the game
var lives : int = 5;//the amount of lives the player will have
var score : int = 0;//the starting score a player has
var minSpawnTime : int = 1500;//the time it takes the lemmings to spawn
var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
var spawnTimer:Timer = new Timer(2000,1); //2 seconds and loops
lives_txt.text = "Lives Left: " + lives;//text box reads lives left
score_txt.text = "Score: " + score;//text box reads score
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//event listener to tell flash to call "key pressed"
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
trace(this); // if you fail to see this trace the playhead is not entering this frame and is executing none of this code.
stage.addEventListener(Event.ENTER_FRAME, update);//event listener to tell flash to call "update" for new frames
startGame();//tells flash to call the startGame function
function startGame():void//a new function called startGame
spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
spawnTimer.start();//starts the clock on the timer
function keyPressed(event:KeyboardEvent) : void//a new function called keyPressed for when player uses arrow keys
trace("keyPressed",event.keyCode);
if(event.keyCode == 39)//if the keyboard event is the right key
trace("right");//prints right in output window
keyArray[0] = true;//right key array is true
if(event.keyCode == 37)//if the keyboard event is the left key
trace("left");//prints left in output window
keyArray[1] = true;//left key array is true
function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
if(event.keyCode == 39 )//if the keyboard event is the right key
keyArray[0] = false;//right key array false
if(event.keyCode == 37)//if the keyboard event is the left key
keyArray[1] = false;//left key array false
function update(event:Event) : void//a new function called update for updating the x position of the boat
trace(keyArray[0],keyArray[1]);
if(keyArray[0] == true)//if the keyArray for left is true
boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
if(keyArray[1] == true)//if the keyArray for right is true
boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
function spawnBall(event:TimerEvent): void//a new function called spawnBall
trace("SPAWN");//prints SPAWN in the output
var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
stage.addChild(ball);//adds this new ball onto the stage
ball.y = 0;//set the ball's vertical position to fall from
ball.x = ball.width + (Math.random() * (stage.stageWidth - (2*ball.width))); //sets the ball to have a random position on the x axsis so they seem to fall randomly
ball.addEventListener(Event.ENTER_FRAME, moveBall); //new event listener for the ball to listen for a new frame and to call the "moveBall" function
spawnTimer.reset(); //resets the spawnTimer so it can be re-started
spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
spawnTimer.start();//tell the spawnTimer to start again
if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
maxSpawnTime -= 20;//drop the minimum time between spawns by 20
function moveBall(event:Event):void //new function called "moveBall" takes up 1 argument "event"
event.currentTarget.y += ballSpeed; //move the object this functions event listener by the speed set.
if(event.currentTarget.hitTestObject(sea)) //if the lemming falls and hits the sea object
if(this.currentFrame == 2)//and we are still on frame 2
lives--;//take 1 life away from player
if(lives > -1)//if the player still have lifes
//set the text box to display the amount of lives remaining
lives_txt.text = "Lives Left: " + lives;
if(lives < 0)//if the player has less than no lives game is over
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(3);//tell flash to go to and stop on the loser screen
event.currentTarget.parent.removeChild(event.currentTarget);//remove the falling objects from the game
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
else
if(this.currentFrame == 2)//if the player is still in game
if(event.currentTarget.hitTestObject(boat))//if eventListener is attached to hits the game object called "boat"
score++;//add 1 to the players score
score_txt.text = "Score: " + score;//update the score text to read the players score
event.currentTarget.parent.removeChild(event.currentTarget);//remove remove the lemming after it has hit boat
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove the eventlistener after caught so it doesnt keep updating
if(score > 24)//if the player has more than 24 points
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(4);//tell flash to go to and stop on the 3rd frame of the time line i.e. the Game Over screen -
Why wont flickr share work in Photoshop elements 9
I have posted this question before. where can I fiind a reply??????????
Hi,
I'm afraid that it looks as though not much is happening to fix the problem. I raised a bug report on the feedback site only recently. Feel free to log in there and add your name to the count.
Elements share to Flickr not working
f you add to that thread, can you make sure you increment the count at the top please. At the top, just at the end of my first entry, there is a count saying "n People have this question" and there is a +1 button next to it - click on that button. The count should then increment and the message should change to "you have this question".
I think that the more people that add to the count, the better chance of a fix.
For what its worth, I can share to Flickr using Lightroom so they must know how to do it.
Brian
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