Using ONE Sound() object in Actionscript3, how can I play a one MP3 and then, when the user chooses a different one, play a second sound, using the SAME Sound() object?
EDIT: See my answer for how I did it.
Using ONE Sound() object in Actionscript3, how can I play a one MP3 and then, when the user chooses a different one, play a second sound, using the SAME Sound() object?
EDIT: See my answer for how I did it.
You cannot use same Sound
object to play multiple files.
Once
load()
is called on aSound
object, you can't later load a different sound file into that Sound object. To load a different sound file, create a newSound
object.
Ok, I actually did it using the following code. My bug was somewhere else in the FLA file, but this works. I made an uninitialized global variable and created the Sound() object LOCALLY inside of a function. While I'm technically using multiple sound objects, my references are all pointing to ONE object. Additionally, I can call these methods over one another for easier coding. This works for me:
/* -------------
Sound player
functions
------------ */
var snd:Sound; //the sound object
var sndC:SoundChannel; //the soudchannel used as "controller"
var sndT:SoundTransform; //soundTransform used for volume
var vol:Number = 1; //the volume of the song
var pan:Number = 0; //panning of the sound
var pos:Number = 0; //position of the song
var currentSound:String; //currently playing song?
function playSound(s:String){ //this function resets the sound and plays it
stopSound(sndC); //stop the sound from playing
snd = new Sound(); //reset the sound
snd.load(new URLRequest(s)); //load the desired sound
sndC = new SoundChannel(); //(re-)apply the sound channel
applyVolume(vol,pan,sndT,sndC); //apply the volume
sndC = snd.play(pos); //play it
sndC.addEventListener(Event.SOUND_COMPLETE, startSound); //remind it to restart playing when it's done
} //end function
function applyVolume(n:Number, p:Number, st:SoundTransform, sc:SoundChannel){ //takes an argument for the volume, pan, soundTYransform and soundChannel
sndT = new SoundTransform(n,p); //applies the soundTransfrom settings
sndC.soundTransform = sndT; //and attaches it to the soundChannel
} //end function
function stopSound(sndC:SoundChannel){ //this function stops a sound from playing
if(sndC != null){ //if the sound was used before (ie: playing)
if(currentLabel == "video-frame"){ //if we are in the video frame
pos = sndC.position; //store the position of the song to play from at a later time
}else{ //otherwise
pos = 0; //set the position at 0
} //end if
sndC.stop(); //stop it
} //end if
} //end function
function startSound(snd:Sound){ //restarts a sound when it's playing
if(snd != null){ //if the sound exists
sndC = snd.play(pos); //play it
} //end if
} //end function