looping streaming AS
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- slice
loop_btn.onRelease = function() {
MySound = new Sound();
MySound.loadSound(AudioPath,fals...
MySound.onLoad = function() {
MySound.start(0,4)
}
}why does this work, loop nicely, when loaded live on its own, but when deep in layers of a large swf it does not. is it a path thing? because it'll play (tho not loop which is important when I change the "false" to "true" using the same path.
Am I making sense?
Any help would help big time.
- ozhanlion0
still drinking my first coffee.
MySound = new Sound(this);
maybe_?
- MX_OnD0
try using the onSoundComplete event to loop your sound.....
mySound.onSoundComplete =function () {mySound.start(0,1)}
- slice0
I had used the onSoundComplete but being that I'd like it to loop smoothly, onSoundComplete is far too clunky (sounding).
*bawump*
- JazX0
make sure you are exporting for AS in your library all those sounds
- JazX0
this simple little thing I made at http://www.loopkit.com does what your asking I think....? allows people to play at same time etc
- slice0
"make sure you are exporting for AS in your library all those sounds"
JX, not sure what you mean here. The "AudioPath" is an xml file. I just changed the mc location, instead of buried deep in the swf I had it load in first frame, still ng.
JX - I would like to see that component you used for loopkit ("flash preview")
thanks.
- ozhanlion0
MySound = new Sound(this);
this didn't work out no ?
- slice0
just tried it, ng.
- JazX0
slice, I didn't use a component, I used my brain. ;) basically, I called on .wav files, which Flash compresses better than any other format, using AS. If you were to bring in those same sounds you could call on them using AS and exporting each sound for AS within your library.