How to Pause a Looping Sound Object |
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A looping sound is paused in the same way a non-looping sound is paused; however, a special circumstance needs to be addressed. After pausing the looping sound object and restarting it at the pause position, it will play through and then begin over at the last pause position. The offset start position is where the sound object was told to start, and it will continue starting at that location until it is stopped and given a new offset position.
One way to fix this is to is to stop and restart the loop with the onSoundComplete event handler once the sound object completes playing from its paused position. More information on the event handler "onSoundComplete" can be viewed further along in this tutorial (here). The following is sample code that can be placed on a button for a looping sound object called "myMusic":
| on (press) { //Play button. //Sound is not playing and has not been paused if (playing!=true) { if (paused!=true) { playing=true; paused=false; stopped=false; myConditionText="Playing"; myMusic.start(0,999); } //Sound has been paused if (paused==true) { playing=true; paused=false; stopped=false myMusic.start(myMusicPosition,0); myConditionText="Playing"; _root.myMusic.onSoundComplete = function() { myMusic.start(); } } } } |
In the above example, if the pause button was pressed after the sound started playing, the sound would restart at the pause position when the play button was pressed; however, the start command does not call for a loop. Instead, the event handler onSoundComplete (described in more detail later) is used to "sense" when the sound has ended and restart the sound, which has the benefit of resetting the sound objects offset position.
In addition, the following are the contents of the pause and stop buttons:
| on (press) { //Pause Button if (pause!=true) { playing=false; paused=true; stopped=false myConditionText="Paused"; myMusicPosition=_root.myMusic.position/1000; _root.myMusic.stop("myMusic01"); } } |
The Stop Button:
| on (press) { //Stop Button playing=false; paused=false; stopped=true; myConditionText="Stopped"; _root.myMusic.stop("myMusic01"); myMusicPosition=0; myMusicPositionText=0 } |
The variables, such as playing=false, paused=false, are not required to pause a looping sound object. These variables are used to keep track of the sound's current condition.
| » Level Intermediate |
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Added: 2004-10-12 Rating: 8 Votes: 31 |
| » Author |
| Kenny Bellew is a technical writer and freelance flash programmer who specializes in Flash audio. He lives in Minneapolis, MN. |
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