I have frame one using a listener for key presses. I am then converting the key into a KeyCode, then using switch case with that KeyCode to jump to a frame and play a sound_mc. each KeyCode will go to the corresponding letter sound. press "q" the computer plays q sound clip.
the problem.
I am testing this using three letters, so on frame 5,6, & 7 I have q_mc , w_mc , & e_mc. on a different AS layer i have a gotoAndPlay(1); so it should start on frame one and wait for a key, when a key is pressed it goes to the frame 5,6, or 7 depending on key. frame 5 works, no matter which mc i place there, but frame 6 plays two sounds, and frame 7 plays all three. so if 5=q 6=w & 7=e the q plays q, w plays q&w and e plays q,w,&e.
tried
I have tried many different configurations like moving my gotoandplay(1) a frame after the sound, I have added it to the same layer as the sound_mc, I have tried to label the frames and use the label in the switch case.
I can link up the file for a closer look if you have cs5 and want to look, any help is greatly appreciated.
also, maybe there is an easier way to accomplish this. for example, maybe instead of gotoandplay a frame I can just play the "letter"_mc. if this can be done, i am unsure of the code, would I place all the sound_mc's on frame one? how would I make it so they don't play until key is pressed? can I play an _mc from the librarywithout it being on the stage/scene
SWEEEEEETness. I got it, I was in looking at my frame labels and noticed down a little lower in the properties the sound option, instead of using an _mc, I just added the sound here. made me switch case point to the label, and then on the label frame added, gotoandplay(1) to go back to the listener AS.