How to play music tracks in AS3?
I need to play three m开发者_如何学编程usical tracks one after the other in a circle. It is necessary that its are not loaded again and were in the cache. I use this code. Everything works fine on localhost, but only works after restart the app on the server. And wrong to re-download tracks every time.
public function musicOn():void{
if (sndStart == 'true'){
req = new URLRequest("media/" + track + ".mp3");
snd.load(req);
channel = snd.play();
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
sndStart = 'false';
} else {
sndStart = 'true';
}
}
public function musicOff():void{
if (snd.length>0){
channel.stop();
snd = new Sound();
channel = new SoundChannel();
sndStart = 'true';
}
}
public function onPlaybackComplete(event:Event):void{
if (track==3){
track = 1;
} else {
track++;
}
sndStart = 'true';
snd = new Sound();
musicOn();
}
I run these functions:
if (optObj.music == 'true' && sndStart == 'true'){
musicOn();
} else if (optObj.music == 'false'){
musicOff();
}
optObj.music
- it is the object with the parameters that is called when the app starts or when I call a function change the settings.
I'm not sure I understand everything you wrote, but how about this one:
package test
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
public class SoundTest extends MovieClip
{
private var files : Array = [ "file1.mp3", "file2.mp3", "file3.mp3" ];
private var sounds : Array = [];
private var count : int = 0;
private var channel : SoundChannel;
public function musicOff () : void
{
if (channel != null)
{
channel.removeEventListener( Event.SOUND_COMPLETE, onSoundComplete );
channel.stop( );
channel = null;
}
}
public function musicOn () : void
{
if (sounds[count] == null) loadSound( );
else playLoadedSound( );
}
private function loadSound () : void
{
var sound : Sound = new Sound( );
sound.addEventListener( Event.COMPLETE, onSoundLoaded );
sound.load( new URLRequest( files[count] ) );
}
private function playLoadedSound () : void
{
channel = sounds[count].play( );
channel.addEventListener( Event.SOUND_COMPLETE, onSoundComplete );
}
private function onSoundComplete (ev : Event) : void
{
channel = null;
count++;
if (count >= files.length) count = 0;
musicOn( );
}
private function onSoundLoaded (ev : Event) : void
{
var snd : Sound = ev.target as Sound;
sounds.push( snd );
channel = snd.play( );
channel.addEventListener( Event.SOUND_COMPLETE, onSoundComplete );
}
public function SoundTest ()
{
musicOn( );
}
}
}
(btw You can't play the Sound until it is loaded. That's why your script works only after restart, when the mp3 is in the browser cache.)
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