-
You should not redeclare the correctsound variable inside the function, or else that function will be using the local variable, which is not the same variable that will be referenced later. Lose the 'var' when setting it inside the function.
Since checkTarget expects a MouseEvent, Flash tried to cast the event sent to it as that. But since the COMPLETE event is not a MouseEvent, you get that error.
You don't want to call checkTarget on the sound load complete.
-
I am pretty sure I don't fully understand how to implement your suggestion below:
You can set a particular target point as a property on the objects and use that.
-
I understand what you are saying. So should I create a new function that gets called when the sound is complete? And if so, how do i have it still only play when the target is dropped on the correct year?
 Originally Posted by 5TonsOfFlax
You should not redeclare the correctsound variable inside the function, or else that function will be using the local variable, which is not the same variable that will be referenced later. Lose the 'var' when setting it inside the function.
Since checkTarget expects a MouseEvent, Flash tried to cast the event sent to it as that. But since the COMPLETE event is not a MouseEvent, you get that error.
You don't want to call checkTarget on the sound load complete.
-
All I meant by the target coordinates was that in the same sense you have _origX and _origY, you could have _targetX and _targetY. You sort of have that now, by using the _targetPiece's x and y.
You partially answered your own question about checkTarget. Since you only want the sound to play when the target is dropped, you don't want the sound to play as soon as it loads. Leave the sound.play line in checkTarget. If you want to be sure that the sound is actually loaded before playing it, you could have a COMPLETE listener that sets a boolean variable, and check that before calling play. Or you could forget the COMPLETE listener, and just check whether correctsound.bytesLoaded == correctsound.bytesTotal.
-
I think I understand what you are saying, but I am still having trouble with exactly what code to write and where....Could you please actually write out the code/fix my code below to do what I want it do? (I have only started learning AS3 about 4 days ago....so this is quite a learning experience for me.)
PHP Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.DisplayObject;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.events.Event;
import DragDrop;
import TN;
import AP;
import CW;
public class DragGame extends MovieClip
{
private var tn:TN;
private var ap:AP;
private var cw:CW;
private var correctsound:Sound;
public function DragGame()
{
createPieces();
var correctsoundReq:URLRequest = new URLRequest("correct1.wav");
//var wrongsoundReq:URLRequest = new URLRequest ("audio/wrong1.wav");
correctsound:Sound = new Sound();
//var wrongsound:Sound = new Sound();
correctsound.load(correctsoundReq);
//wrongsound.load(wrongsoundReq);
correctsound.addEventListener(Event.COMPLETE);
}
private function createPieces():void
{
tn = new TN();
addChild(tn);
tn.x = 169.9;
tn.y = 90.8;
tn.width = 370.9;
tn.height = 68;
tn.alpha = 0.3;
ap = new AP();
addChild(ap);
ap.x = 496.6;
ap.y = 169.9;
ap.width = 162.8;
ap.height = 110.2;
ap.alpha = 0.3;
cw = new CW();
addChild(cw);
cw.x = 44.8;
cw.y = 193.1;
cw.width = 197.0;
cw.height = 94;
cw.alpha = 0.3;
}
public function setUpTargets():void
{
tn._targetPiece = ttn_mc;
tn.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
ap._targetPiece = tap_mc;
ap.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
cw._targetPiece = tcw_mc;
cw.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
apm._targetPiece = tap_mc;
apm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
cwm._targetPiece = tcw_mc;
cwm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
tnm._targetPiece = ttn_mc;
tnm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
}
/*private function onComplete(event:Event):void
{
correctsound.play();
}*/
private function checkTarget(event:MouseEvent):void
{
var ec:MovieClip = MovieClip(event.currentTarget);
var target:DisplayObject = DisplayObject(ec._targetPiece);
if(ec.hitTestObject(target))
{
trace("whooooot!");
correctsound.play();
ec.x = target.x;
ec.y = target.y;
apm.x = 497.6;
apm.y = 409.9;
cwm.x = 50.3;
cwm.y = 426.1;
tnm.x = 181.9;
tnm.y = 295.8;
ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
ec.disable();
}
else
{
//wrongsound.play();
ec.x = ec._origX;
ec.y = ec._origY;
}
}
}
}
-
Since sound.play plays as soon as enough data has loaded, I'd recommend skipping the check altogether.
PHP Code:
package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.display.DisplayObject; import flash.media.Sound; import flash.net.URLRequest; import DragDrop; import TN; import AP; import CW;
public class DragGame extends MovieClip { private var tn:TN; private var ap:AP; private var cw:CW; private var correctsound:Sound;
public function DragGame() { createPieces(); var correctsoundReq:URLRequest = new URLRequest("correct1.wav"); //var wrongsoundReq:URLRequest = new URLRequest ("audio/wrong1.wav"); correctsound:Sound = new Sound(); //var wrongsound:Sound = new Sound(); correctsound.load(correctsoundReq); //wrongsound.load(wrongsoundReq); } private function createPieces():void { tn = new TN(); addChild(tn); tn.x = 169.9; tn.y = 90.8; tn.width = 370.9; tn.height = 68; tn.alpha = 0.3; ap = new AP(); addChild(ap); ap.x = 496.6; ap.y = 169.9; ap.width = 162.8; ap.height = 110.2; ap.alpha = 0.3; cw = new CW(); addChild(cw); cw.x = 44.8; cw.y = 193.1; cw.width = 197.0; cw.height = 94; cw.alpha = 0.3; } public function setUpTargets():void { tn._targetPiece = ttn_mc; tn.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(ttn_mc);
ap._targetPiece = tap_mc; ap.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(tap_mc);
cw._targetPiece = tcw_mc; cw.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(tcw_mc); apm._targetPiece = tap_mc; apm.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(tap_mc); cwm._targetPiece = tcw_mc; cwm.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(tcw_mc); tnm._targetPiece = ttn_mc; tnm.addEventListener(MouseEvent.MOUSE_UP, checkTarget); trace(ttn_mc); } private function checkTarget(event:MouseEvent):void { var ec:MovieClip = MovieClip(event.currentTarget); var target:DisplayObject = DisplayObject(ec._targetPiece); if(ec.hitTestObject(target)) { trace("whooooot!"); correctsound.play(); ec.x = target.x; ec.y = target.y; apm.x = 497.6; apm.y = 409.9; cwm.x = 50.3; cwm.y = 426.1; tnm.x = 181.9; tnm.y = 295.8; ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget); ec.disable(); } else { //wrongsound.play(); ec.x = ec._origX; ec.y = ec._origY; } } } }
I removed the import for Event as well, since it's no longer used as far as I can see.
-
In the IDE you can use Debug>Debug Movie (cmd+shift+enter) to get into the flash debugger - when you have an error you should be able to see the offending code there.
Please use [php] or [code] tags, and mark your threads resolved 8)
-
New errors
I am now getting an error to the following line of code:
correctsound:Sound = new Sound();
1067: Implicit coercion of a value of type flash.media:Sound to an unrelated type Class.
and
1188: Illegal assignment to class Sound.
How do I fix this?
-
Can you fix my code to do this? I don't know how to do it.
 Originally Posted by 5TonsOfFlax
All I meant by the target coordinates was that in the same sense you have _origX and _origY, you could have _targetX and _targetY. You sort of have that now, by using the _targetPiece's x and y.
-
That's what I get for copying your code and changing it instead of writing it over again, i guess.
Remove the ":Sound" in the line where the error occurs.
-
ok, so in the output window, I traced the correctsound variable and it is showing up as [object Sound]...but I don't hear anything !!
Also, when I drag and drop 1 item correctly, ALL of the items are moved to their final locations, instead of just the one I am dragging !
-
You are explicitly moving all of your clips when any of them are correct. It seems you need to associate the m versions with the non-m versions and only move the one that counts.
This code is moving all your items:
Code:
apm.x = 497.6;
apm.y = 409.9;
cwm.x = 50.3;
cwm.y = 426.1;
tnm.x = 181.9;
tnm.y = 295.8;
-
I set up 3 if/else statements for each of the 3 modes of transportation, thinking this would be easier than to try to put it all in one argument. What do you think? It is not quite working so well.
PHP Code:
private function checkTarget(event:MouseEvent):void { var ec:MovieClip = MovieClip(event.currentTarget); var target:DisplayObject = DisplayObject(ec._targetPiece); trace(correctsound); if(ec.hitTestObject(apm._targetPiece)) { trace("whooooot!"); trace(correctsound); correctsound.play(); //ec.x = target.x; //ec.y = target.y; apm.x = 497.6; apm.y = 409.9; //cwm.x = 50.3; //cwm.y = 426.1; //tnm.x = 181.9; //tnm.y = 295.8; ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget); ec.disable(); } else { wrongsound.play(); apm.x = apm._origX; apm.y = apm._origY; } if(ec.hitTestObject(cwm._targetPiece)) { trace("whooooot!"); trace(correctsound); correctsound.play(); //ec.x = target.x; //ec.y = target.y; //apm.x = 497.6; //apm.y = 409.9; cwm.x = 50.3; cwm.y = 426.1; //tnm.x = 181.9; //tnm.y = 295.8; ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget); ec.disable(); } else { wrongsound.play(); cwm.x = cwm._origX; cwm.y = cwm._origY; } if(ec.hitTestObject(tnm._targetPiece)) { trace("whooooot!"); trace(correctsound); correctsound.play(); //ec.x = target.x; //ec.y = target.y; //apm.x = 497.6; //apm.y = 409.9; //cwm.x = 50.3; //cwm.y = 426.1; tnm.x = 181.9; tnm.y = 295.8; ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget); ec.disable(); } else { wrongsound.play(); tnm.x = ec._origX; tnm.y = ec._origY; } }
-
Well, the core of the idea is solid, but this will always consider at least 2 of the 3 to be wrong. You need to 1. Not move one that's already marked correct as wrong. and 2. only consider things 'wrong' if NONE of the 3 matches.
-
So I changed it to the following structure of : if , else if ,else if, else.
Still not working quite right. The covered wagon (cwm) and the airplane (apm) work fine, but when I drop the train (tnm), it ALSO moves the airplane. Why?
PHP Code:
private function checkTarget(event:MouseEvent):void
{
var ec:MovieClip = MovieClip(event.currentTarget);
//var target:DisplayObject = DisplayObject(ec._targetPiece);
trace(correctsound);
if(ec.hitTestObject(apm._targetPiece))
{
trace("whooooot!");
trace(correctsound);
correctsound.play();
//ec.x = apm._targetPiece.x;
//ec.y = apm._targetPiece.y;
apm.x = 497.6;
apm.y = 409.9;
//cwm.x = 50.3;
//cwm.y = 426.1;
//tnm.x = 181.9;
//tnm.y = 295.8;
ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
ec.disable();
}
else if(ec.hitTestObject(cwm._targetPiece))
{
trace("whooooot!");
trace(correctsound);
correctsound.play();
//ec.x = cwm._targetPiece.x;
//ec.y = cwm._targetPiece.y;
//apm.x = 497.6;
//apm.y = 409.9;
cwm.x = 50.3;
cwm.y = 426.1;
//tnm.x = 181.9;
//tnm.y = 295.8;
ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
ec.disable();
}
else if(ec.hitTestObject(tnm._targetPiece))
{
trace("whooooot!");
trace(correctsound);
correctsound.play();
//ec.x = tnm._targetPiece.x;
//ec.y = tnm._targetPiece.y;
//apm.x = 497.6;
//apm.y = 409.9;
//cwm.x = 50.3;
//cwm.y = 426.1;
tnm.x = 181.9;
tnm.y = 295.8;
ec.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
ec.disable();
}
else
{
wrongsound.play();
//ec.x = ec._origX;
//ec.y = ec._origY;
}
-
I don't see why that would be. Incidentally, with that code, you should be able to drag any of your vehicles to any target. I'm pretty sure that's not what you wanted.
-
Can't get sound to play!
Hello Again,
I am trying to get sound to play after I drag a graphic onto its correct target (a drag/drop game). I have 2 .as files. One called DragGame.as which is the document class, and another one called DragDrop.as. Both are below. I have tried adding the sound with and without a loader, and I have checked the sound in the same folder with my fla. When I don't use the loader, nothing happens - no sound. When I use the loader, I am just testing locally and getting the error: "Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error.
". I have also checked the spelling of the file. I have tried with and without the .wav extension. I have also tried a .mp3 file, with and without the extension. No matter what I have tried, it will not play. Please help!
Thanks,
~rorose
This is the DragGame.as:
PHP Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.DisplayObject;
import flash.media.Sound;
import flash.net.URLRequest;
import DragDrop;
import TN;
import AP;
import CW;
public class DragGame extends MovieClip
{
private var tn:TN;
private var ap:AP;
private var cw:CW;
private var correctsound:Sound;
public function DragGame()
{
createPieces();
}
private function createPieces():void
{
tn = new TN();
addChild(tn);
tn.x = 169.9;
tn.y = 90.8;
tn.width = 370.9;
tn.height = 68;
tn.alpha = 0.3;
ap = new AP();
addChild(ap);
ap.x = 496.6;
ap.y = 169.9;
ap.width = 162.8;
ap.height = 110.2;
ap.alpha = 0.3;
cw = new CW();
addChild(cw);
cw.x = 44.8;
cw.y = 193.1;
cw.width = 197.0;
cw.height = 94;
cw.alpha = 0.3;
}
public function setUpTargets():void
{
// trace(correctsound);
//tn._targetPiece = ttn_mc;
//tn.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
//ap._targetPiece = tap_mc;
//ap.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
// cw._targetPiece = tcw_mc;
//cw.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
apm._targetPiece = tap_mc;
apm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
cwm._targetPiece = tcw_mc;
cwm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
tnm._targetPiece = ttn_mc;
tnm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
}
public function checkTarget(event:MouseEvent):void
{
correctsound = new Sound(new URLRequest("correct1.wav"));
if(apm.hitTestObject(apm._targetPiece) /*&& (cwm.hitTestObject(cwm._targetPiece))! && (tnm.hitTestObject(tnm._targetPiece)))!*/)
{
trace("whooooot!");
trace(correctsound);
correctsound.play();
//ec.x = target.x;
//ec.y = target.y;
apm.x = 497.6;
apm.y = 409.9;
//cwm.x = 200;
//cwm.y = 200;
//tnm.x = 181.9;
//tnm.y = 295.8;
apm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
apm.disable();
}
else
{
apm.x = apm._origX;
apm.y = apm._origY;
}
/*if(cwm.hitTestObject(cwm._targetPiece))
{
trace("whooooot!");
// trace(correctsound);
// correctsound.play();
//ec.x = target.x;
//ec.y = target.y;
//apm.x = 497.6;
//apm.y = 409.9;
cwm.x = 50.3;
cwm.y = 426.1;
//tnm.x = 181.9;
//tnm.y = 295.8;
cwm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
cwm.disable();
}
else
{
//wrongsound.play();
cwm.x = cw.x;
cwm.y =cw.y;
}
if(tnm.hitTestObject(tnm._targetPiece))
{
trace("whooooot!");
//trace(correctsound);
//correctsound.play();
//ec.x = target.x;
//ec.y = target.y;
//apm.x = 497.6;
//apm.y = 409.9;
//cwm.x = 50.3;
//cwm.y = 426.1;
tnm.x = 181.9;
tnm.y = 295.8;
tnm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
tnm.disable();
}
else
{
// wrongsound.play();
tnm.x = tnm._origX;
tnm.y = tnm._origY;
}*/
}
}
}
This is the DragDrop.as:
PHP Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.filters.DropShadowFilter;
import flash.display.DisplayObject;
import flash.events.Event;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.media.SoundChannel;
public class DragDrop extends MovieClip
{
public var _targetPiece:*;
public var _origX:Number;
public var _origY:Number;
public function DragDrop()
{
_origX = this.x;
_origY = this.y;
this.buttonMode = true;
this.addEventListener(MouseEvent.MOUSE_DOWN,dragMovie);
this.addEventListener(MouseEvent.MOUSE_UP, dropMovie);
}
private function dragMovie(event:MouseEvent):void
{
this.startDrag();
_origX = event.target.x;
_origY = event.target.y;
this.filters = [new DropShadowFilter()];
this.parent.addChild(this);
}
private function dropMovie(event:MouseEvent):void
{
this.stopDrag();
this.filters = [];
stopDrag();
trace(_targetPiece);
trace(dropTarget);
if ((dropTarget != null) && (_targetPiece != null) && (_targetPiece.contains(dropTarget))){
removeEventListener(MouseEvent.MOUSE_DOWN, dragMovie);
removeEventListener(MouseEvent.MOUSE_UP, dropMovie);
buttonMode = false;
x = _targetPiece.x;
y = _targetPiece.y;
} else {
x = _origX;
y = _origY;
}
}
public function disable():void
{
this.buttonMode = false;
this.removeEventListener(MouseEvent.MOUSE_DOWN,dragMovie);
this.removeEventListener(MouseEvent.MOUSE_UP, dropMovie);
}
}
}
-
No Sound Playing - but is Tracing
I have this simple code on frame 1 of a brand new fla. There are no other layers and there is nothing on the stage. There is nothing in the library. The sound file is in the same folder as the sound file. I am getting no errors in the Output. The traces are working. I get:
[object Sound]
[object URLRequest]
But, the sound does not play!! What is going on here?
PHP Code:
var soundReq:URLRequest = new URLRequest("correct1.wav");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
function onComplete(event:Event):void
{
trace(sound);
trace(soundReq);
sound.play();
}
-
Drag and Drop Game: Move coordinates and add sound to dropped items.
This is for a Drag/Drop Game. I am trying to move coordinates and add sound to dropped items.
Regarding the previous post, I got sound.fla to work by converting my audio file into an mp3 with Sound Forge. Then the sound actually played.
Now, for what's left:
1. The audio needs to play when the item is dropped on the correct target !! Can you help? Where should the sound code go?
2. When each item is dropped onto the correct target, it should be placed at a particular x and y coordinate, and not affect the coordinate of either of the other 2 items. I'm thinking the code should be logically like this, but I'm not sure if I am right and need help coding it? Am I right? Can you write the code for me?
I have 3 items and 3 targets. Each item can ONLY go with a certain target.
If the airplane (ap) hits the target AND the covered wagon(cw) has not dropped correctly, and the train(tn) has not dropped correctly, then place ap at certain coordinates, and leave the cw and tn at the starting coordinates on the stage.
If the ap dropped correctly, and the cw has dropped correctly and tn has NOT dropped correctly, place ap and cw in the new locations and tn should go back/stay at it's starting coordinate on the stage.
If the ap has dropped correctly, and the cw has not dropped correctly and tn has dropped correctly, place ap and tn in the new locations and cw should go back/stay at it's starting coordinate on the stage.
etc. Does this make sense?
I tried to code this before but got a funky outcome, of when I dragged the airplane to its correct target, that the airplane did move to its correct new coordinates, but the other 2 items got moved to the top left of the entire Flash movie....not even back to the starting coordinates.
Thanks in advance for your help.
Sound Code:
PHP Code:
var soundReq:URLRequest = new URLRequest("correct1.mp3");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
function onComplete(event:Event):void
{
trace(sound);
trace(soundReq);
sound.play();
}
DragGame.as:
PHP Code:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.display.DisplayObject;
import flash.media.Sound;
import flash.net.URLRequest;
import DragDrop;
import TN;
import AP;
import CW;
public class DragGame extends MovieClip
{
private var tn:TN;
private var ap:AP;
private var cw:CW;
public function DragGame()
{
createPieces();
}
private function createPieces():void
{
tn = new TN();
addChild(tn);
tn.x = 169.9;
tn.y = 90.8;
tn.width = 370.9;
tn.height = 68;
tn.alpha = 0.3;
ap = new AP();
addChild(ap);
ap.x = 496.6;
ap.y = 169.9;
ap.width = 162.8;
ap.height = 110.2;
ap.alpha = 0.3;
cw = new CW();
addChild(cw);
cw.x = 44.8;
cw.y = 193.1;
cw.width = 197.0;
cw.height = 94;
cw.alpha = 0.3;
}
public function setUpTargets():void
{
//tn._targetPiece = ttn_mc;
//tn.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
//ap._targetPiece = tap_mc;
//ap.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
// cw._targetPiece = tcw_mc;
//cw.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
apm._targetPiece = tap_mc;
apm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tap_mc);
cwm._targetPiece = tcw_mc;
cwm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(tcw_mc);
tnm._targetPiece = ttn_mc;
tnm.addEventListener(MouseEvent.MOUSE_UP, checkTarget);
trace(ttn_mc);
}
public function checkTarget(event:MouseEvent):void
{
if(apm.hitTestObject(apm._targetPiece) /*&& (cwm.hitTestObject(cwm._targetPiece))! && (tnm.hitTestObject(tnm._targetPiece)))!*/)
{
trace("whooooot!");
//ec.x = target.x;
//ec.y = target.y;
apm.x = 497.6;
apm.y = 409.9;
//cwm.x = 200;
//cwm.y = 200;
//tnm.x = 181.9;
//tnm.y = 295.8;
apm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
apm.disable();
}
else
{
apm.x = apm._origX;
apm.y = apm._origY;
}
/*if(cwm.hitTestObject(cwm._targetPiece))
{
trace("whooooot!");
// trace(correctsound);
// correctsound.play();
//ec.x = target.x;
//ec.y = target.y;
//apm.x = 497.6;
//apm.y = 409.9;
cwm.x = 50.3;
cwm.y = 426.1;
//tnm.x = 181.9;
//tnm.y = 295.8;
cwm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
cwm.disable();
}
else
{
//wrongsound.play();
cwm.x = cw.x;
cwm.y =cw.y;
}
if(tnm.hitTestObject(tnm._targetPiece))
{
trace("whooooot!");
//trace(correctsound);
//correctsound.play();
//ec.x = target.x;
//ec.y = target.y;
//apm.x = 497.6;
//apm.y = 409.9;
//cwm.x = 50.3;
//cwm.y = 426.1;
tnm.x = 181.9;
tnm.y = 295.8;
tnm.removeEventListener(MouseEvent.MOUSE_UP, checkTarget);
tnm.disable();
}
else
{
// wrongsound.play();
tnm.x = tnm._origX;
tnm.y = tnm._origY;
}*/
}
}
}
-
Sound works! (testing locally)....But not on the Internet
Hi again,
So I got my code figured out and the sound is working exactly the way I want it to when I test movie from Flash CS3...but when I upload to the Internet the sound is not working, or so it seems. I have uploaded the swf file in an html file along with the 2 sounds that I use for the movie. When I do the part of the movie that is supposed to trigger the sound, it says that it is waiting for my server (Waiting for www.designsbydegrees.com). What could be causing this? Something in the publish settings perhaps?
Thanks,
~R
Tags for this Thread
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|