It appears my sound is off sync and the longer I play the movieclip, the farther off sync it goes. Its nothing too complicated, just some basic shooting sounds that fire every time I hit the space bar. My code is below:
package com.objects{
import flash.display.MovieClip;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
import flash.events.Event;
public class Avatar extends gameObject implements IKiller{
public var targets:Array;
public var delay:Number = 3000;
public var weapon:Number = 1;
private var fireSound:Sound;
private var fireSound2:Sound;
private var systems:Array;
private var ext:Number = -1;
private var channelTracer:SoundChannel;
private var channelCount:Number = 0;
public function Avatar():void
{
systems = new Array();
channelTracer = new SoundChannel();
var soundUrl = new URLRequest("com/images/mashingun_darkt.mp3");
fireSound = new Sound();
fireSound.load(soundUrl);
var soundUrl = new URLRequest("com/images/mashingun_light.mp3");
fireSound2 = new Sound();
fireSound2.load(soundUrl);
rotation = -90;
lastTime = getTime();
targets = new Array();
}
private function soundFinished(e:Event):void {
channelCount--;
trace(channelCount);
}
public function get Systems():Array
{
return systems;
}
override public function Attack(dir:Number = -40):void
{
switch(weapon){
case 1:
var bullet1:Bullet = new Bullet();
bullet1.wielder = this;
bullet1.x = x + 35;
bullet1.y = y + 30;
bullet1.bulletDir = rotation;
eApi.addGameChild(bullet1);
var bullet2:Bullet = new Bullet();
bullet2.bulletDir = rotation;
bullet2.wielder = this;
bullet2.x = x - 35;
bullet2.y = y + 30;
eApi.addGameChild(bullet2);
var rand = Math.ceil(Math.random() * 100);
if (rand < 50) {
channelTracer = fireSound.play();
//RndSound = RndSound+50;
} else {
channelTracer = fireSound2.play();
}
channelTracer.addEventListener(Event.SOUND_COMPLETE, soundFinished);
channelCount++;
trace(channelCount);
break;
case 2:
if((getTime() - lastTime) > delay)
{
var missle = new Missile();
missle.shootOut *= ext;
ext *= -1;
missle.x = x;
missle.y = y;
trace(ext);
missle.wielder = this;
eApi.addGameChildAt((eApi.numChildren - 2),missle);
lastTime = getTime();
}
break;
case 3:
var bullet1:Bullet = new Bullet();
bullet1.wielder = this;
bullet1.x = x + 35;
bullet1.y = y + 30;
bullet1.bulletDir = -80;
eApi.addGameChild(bullet1);
var laser = new StingerLaser();
laser.laserDir = -90;
laser.wielder.push(this);
laser.x = x + 20;
laser.y = y + -3;
eApi.addGameChild(laser);
var laser2 = new StingerLaser();
laser2.laserDir = -90;
laser2.wielder.push(this);
laser2.x = x + -20;
laser2.y = y + -3;
eApi.addGameChild(laser2);
var bullet2:Bullet = new Bullet();
bullet2.bulletDir = -100;
bullet2.wielder = this;
bullet2.x = x - 35;
bullet2.y = y + 30;
eApi.addGameChild(bullet2);
break;
case 4:
if((getTime() - lastTime) > delay)
{
var missle1 = new Missile();
missle1.shootOut = 2;
missle1.x = x;
missle1.y = y;
missle1.wielder = this;
eApi.addGameChildAt((eApi.numChildren - 2),missle1);
var missle2 = new Missile();
missle2.shootOut = -2;
missle2.x = x;
missle2.y = y;
missle2.wielder = this;
eApi.addGameChildAt((eApi.numChildren - 2),missle2);
lastTime = getTime();
}
break;
case 5:
if((getTime() - lastTime) > delay)
{
var side:Number = 1;
for(var i = 0; i < 20; i+=2)
{
var missle1 = new Missile();
missle1.shootOut = (i+2) * side;
side *= -1;
missle1.straightShot = true;
missle1.x = x;
missle1.y = y;
missle1.wielder = this;
eApi.addGameChildAt((eApi.numChildren - 2),missle1);
}
lastTime = getTime();
}
break;
default:
}
}
public function Hit(dmg:Number = .01):void {
if(health > 0)
health -= dmg;
if(health < 0)
health = 0,trace("dead");
}
override public function updateObject():void
{
}
}
}
The Attack() method gets called from another class that handles all keyboard controls. when it gets called the sound then plays. firesound and firesound2 are almost the same. firesound2 sounds a little off pitch to make it sound more realistic. At first the sound sounds pretty good, not great. but then it gets terrible as time passes. Not sure if this is a known issue. But if anyone has any ideas, let me know. thanks!
I made a new .fla project. and I attached the following class to it by it self. so the following is the only code in the entire .fla project and the issue still occurs. I press the spacebar and the sound starts a day late.
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
public class test extends MovieClip
{
private var fireSound:Sound;
private var fireSound2:Sound;
private var aKeyPress:Array;
public function test():void
{
aKeyPress = new Array();
var soundUrl = new URLRequest("com/images/mashingun_darkt.mp3");
fireSound = new Sound();
fireSound.load(soundUrl);
var soundUrl = new URLRequest("com/images/mashingun_light.mp3");
fireSound2 = new Sound();
fireSound2.load(soundUrl);
addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownListener);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpListener);
}
private function keyDownListener(e:KeyboardEvent) {
//trace("down e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode]=true;
}
private function keyUpListener(e:KeyboardEvent) {
//trace("up e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode]=false;
}
public function loop(e:Event):void
{
if (aKeyPress[32]){//Right
var rand = Math.ceil(Math.random() * 100);
if (rand < 50) {
fireSound.play();
//RndSound = RndSound+50;
} else {
fireSound2.play();
}
}
}
}
}