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sound
I am making a text adventure game. It's going pretty well so far, but I want to know what the code would be to use if I want to have a certain sound begin when someone types "look." I also want the sound to repeat many times until later when I tell it to stop.
code:
if (gRoom == "golfshop")
{
if (parseString == "look"){
showText("You are in the golf shop.");
cutscene.gotoAndPlay(1);
stopAllSounds();
// i'm guessing it goes here?
return (true);}
}
Thanks in advance.
Last edited by flashperson; 11-26-2005 at 01:25 PM.
Reason: clarification
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FlashCLUE.com
I'm not sure id\f I unerstand but r u asking for these besics:
code: s = new Sound( this );
s.attachSound('beep');
s.start(0,1000000000);
to start
code: s.stop();
delete s;
to stop
?
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Thanks, but I couldn't get it to work. Let me clarify.
In the library I have a sound clip that is a few minutes long called golf. If I want it to play and keep repeating like 100 times, what would I use? I tried
code:
golf.start(0,100);
but it didn't work. Here is the whole statement:
code:
if (parseString.slice(0, 4) == "talk")
{
showText("Yes.");
gRoom = "golf1";
stopAllSounds();
golf.start(0,100);
return (true);}
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FlashCLUE.com
Originally Posted by flashperson
sound clip
hmmm what do u mean exactly? a movieclip with sound in a keyframe? if so use simply sound with linkage in library with my code
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smile for the camera!
it should be golf.start(100, 0);
My site
The Current Project is RoboRace.
Screens Public Beta Coming Soon!
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FlashCLUE.com
Originally Posted by jesserules
it should be golf.start(100, 0);
r u sure?
Originally Posted by FlashManual
Sound.start
Availability
Flash Player 5.
Usage
mySound.start([secondOffset, loop])
Parameters
secondOffset An optional parameter that lets you start playing the sound at a specific point. For example, if you have a 30-second sound and want the sound to start playing in the middle, specify 15 for the secondOffset parameter. The sound is not delayed 15 seconds, but rather starts playing at the 15-second mark.
loop An optional parameter allowing you to specify the number of times the sound should play consecutively.
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Thanks for your help, but I still can't get it to work. After more of the actionscript reference manual, I got this, but it still won't work. The file in my library is golf.mp3.
code:
var golf:Sound = new Sound('golf');
golf.loadSound("golf.mp3", true);
^ under my variables, and here is where I want it to be activated:
code:
golf.start(0,100);
Help would be very appreciated.
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skylogic.ca
When you create the sound on a movieclip: theSoundOb = new Sound(theMC);
to play the sound you still use theSoundOb.start(); regardless of what the target MC is. The target MC is usually pointless so using '_root' or 'this' should do just fine.
When you attach the sound file to theSoundOb like so: theSoundOb.attachSound("soundFile");
"soundFile" is the name given in Library > right click on the file > Linkage Properties > check Export for Action Script
Personally I always attach my sounds at the very beginning before the game starts:
Code:
explosion = new Sound();
explosion.attachSound("explosionSnd");
laser = new Sound();
laser.attachSound("smallLaserSnd");
and then i just use laser.start(0,0); or explosion.start(0,0); etc. and sometimes I use this: _root[aVariable].start(0,0); so that I can change aVariable whenever I want to, but that might not be necessary for you.
Originally Posted by flashperson
golf.loadSound("golf.mp3", true);
loadSound() loads an external sound, such as from a website, not from the library.
Note: I use Flash MX but i'm pretty sure that these things wouldn't have changed much in other versions.
~MD
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FlashCLUE.com
Originally Posted by MD004
"soundFile" is the name given in Library > right click on the file > Linkage Properties > check Export for Action Script
thats the most important I feel this is flashpersons problem
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Thank you! I got it to work.
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