Not everything has to be done in code. Flash has timelines and you
should use them.
Put the audio in a movieclip, set it to streaming and add frames until
you see the wave form end, and on the last frame put a stop action and
call a method that lets your app know the audio is done playing.
Nice idea - but we're loading external mp3s and references to sounds
are being triggered off by code all over the place, so that'd mean a
lot of reworking across our whole framework of a number of different
apps.
However, the solution I posted works - and because I use a shared
manager for
Ian Thomas schrieb:
Hi folks,
I have a situation where my app doesn't work on a PC with no sound
card installed, because I depend on onSoundComplete for a couple of
synchronised triggers and (guess what) onSoundComplete is never called
if the machine doesn't have a sound card. Not unexpected,
Unfortunately, putting in more interface elements would only confuse
the issue - we're writing software for young kids here, and they need
a minimum of extra interface fluff in the way. But again, thanks for
the suggestion.
As I posted previously - I have actually found a solution. :-)
Cheers,
A good timeline goes a long way :)
On 7/7/06 10:18 AM, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote:
Not everything has to be done in code. Flash has timelines and you
should use them.
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