Working with Sound
Syntax#
- Sound.play(startTime:Number = 0, loops:int = 0, sndTransform:flash.media:SoundTransform = null):SoundChannel // Plays a loaded sound, returns a SoundChannel
Stop Playing a Sound
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.events.Event;
var snd:Sound; = new Sound();
var sndChannel:SoundChannel
var sndTimer:Timer;
snd.addEventListener(Event.COMPLETE, soundLoaded);
snd.load(new URLRequest("soundFile.mp3")); //load after adding the complete event
function soundLoaded(e:Event):void
{
sndChannel = snd.play();
//Create a timer to wait 1 second
sndTimer = new Timer(1000, 1);
sndTimer.addEventListener(TimerEvent.TIMER, stopSound, false, 0, true);
sndTimer.start();
}
function stopSound(e:Event = null):void {
sndChannel.stop(); //Stop the sound
}
Infinite looping a sound
import flash.net.URLRequest;
import flash.media.Sound;
import flash.events.Event;
var req:URLRequest = new URLRequest("filename.mp3");
var snd:Sound = new Sound(req);
snd.addEventListener(Event.COMPLETE, function(e: Event)
{
snd.play(0, int.MAX_VALUE); // There is no way to put "infinite"
}
You also don’t need to wait for sound to load before calling play()
function.
So this will do the same job:
snd = new Sound(new URLRequest("filename.mp3"));
snd.play(0, int.MAX_VALUE);
And if you really want to loop sound inifinite time for some reason (int.MAX_VALUE
will loop 1s sound for about 68 years, not counting the pause an mp3 causes…) you can write something like this:
var st:SoundChannel = snd.play();
st.addEventListener(Event.SOUND_COMPLETE, repeat);
function repeat(e:Event) {
st.removeEventListener(Event.SOUND_COMPLETE, repeat);
(st = snd.play()).addEventListener(Event.SOUND_COMPLETE, repeat);
}
play()
function returns new instance of SoundChannel
object each time it’s called. We assgin it to variable and listen for its SOUND_COMPLETE event. In the event callback, listener is removed from current SoundChannel
object and new one is created for new SoundChannel
object.
Load and play an external sound
import flash.net.URLRequest;
import flash.media.Sound;
import flash.events.Event;
var req:URLRequest = new URLRequest("click.mp3");
var snd:Sound = new Sound(req);
snd.addEventListener(Event.COMPLETE, function(e: Event)
{
snd.play();
}