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- #Flash actionscript 3.0 undefined sound method how to#
- #Flash actionscript 3.0 undefined sound method code#
Usage 4: The following example builds on the previous example by reserving a method name, onStatus(), for local use so that it is not resolved in the same way as other undefined properties. MyObject.someOtherMethod() // does not call _resolve, no longer undefined MyObject.someOtherMethod() // calls _resolve MyObject.someMethod() // does not call _resolve because it is now defined _resolve will only be called once for each method name test _resolve using undefined method names create a new object method and assign it the reference Not only call the function, but also save a reference to it Trace("Resolve called for "+name) // to check when _resolve is called _global.music.// define a function for _resolve to call Mutes or unmutes the currently playing sound. Sets the isMuted variable to the mute argument. Calling this adjusts the variable AND the music that is currently playing.*/ *This function is present for convenience's sake. We set the volume to 0 or 1, depending on the isMuted variable. Var transform:SoundTransform = musicChannel.soundTransform This function mutes or unmutes depending on the variable condition. Mute or unmute depending on that variable above. I'd imagine you want your music looped, so int.MAX_VALUE accommodates for that.
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#Flash actionscript 3.0 undefined sound method code#
Keep it separate, in case you need to bypass the startMusic code for some reason.*/ Note these match the song declarations above.*/ *Depending on the targetScene number, set the correct song name.
![flash actionscript 3.0 undefined sound method flash actionscript 3.0 undefined sound method](https://i.stack.imgur.com/xfRnA.jpg)
Alternatively, you can make this work with the stage name as a String.*/įunction startMusic(targetScene:int):void *This function sets the target song based on location. Var musicChannel:SoundChannel = new SoundChannel() Create a sound channel for playing audio. Alternatively, you could just name this an int and store the scene number. *Create a string variable for the name of the song that should be playing. Create a variable to indicate whether the music is muted.
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Scene 1 > Setting > Option > Audio/Sound (play/mute) <- i put this code here I found these codes in other website, i think these code will help me, I tried,īut at the end, i just make myself more confused.
#Flash actionscript 3.0 undefined sound method how to#
So how to make all sound in each scene are mute, but all audio are play? How do I call sound and audio for each scene(sound) and frame(audio)?Įxample, right now in scene 3, if i mute sound and play audio, Scene 1 > Setting > Option > Audio/Sound (play/mute) The problem is each scene has setting button, in setting button has option buttonįor option button have two button, audio button and sound button, either to mute or play. Sound - background music for game (use looping)Īudio - dialogue, shoot sound, explosion, etc (by frame)