EasyManua.ls Logo

MACROMEDIA FLASH 8-ACTIONSCRIPT 2.0 LANGUAGE - Onsoundcomplete (Sound.onsoundcomplete Handler)

MACROMEDIA FLASH 8-ACTIONSCRIPT 2.0 LANGUAGE
1378 pages
Print Icon
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Loading...
Sound 1111
var my_sound:Sound = new Sound();
// if the sound loads, play it; if not, trace failure loading
my_sound.onLoad = function(success:Boolean) {
if (success) {
my_sound.start();
status_txt.text = "Sound loaded";
} else {
status_txt.text = "Sound failed";
}
};
// load the sound
my_sound.loadSound("song1.mp3", true);
The MovieClip.getNextHighestDepth() method used in this example requires Flash Player
7 or later. If your SWF file includes a version 2 component, use the version 2 components
DepthManager class instead of the
MovieClip.getNextHighestDepth() method.
See also
loadSound (Sound.loadSound method)
onSoundComplete (Sound.onSoundComplete
handler)
onSoundComplete = function() {}
Invoked automatically when a sound finishes playing. You can use this handler to trigger
events in a SWF file when a sound finishes playing.
You must create a function that executes when this handler is invoked. You can use either an
anonymous function or a named function.
Availability: ActionScript 1.0; Flash Player 6
Example
Usage 1: The following example uses an anonymous function:
var my_sound:Sound = new Sound();
my_sound.attachSound("mySoundID");
my_sound.onSoundComplete = function() {
trace("mySoundID completed");
};
my_sound.start();
Usage 2: The following example uses a named function:
function callback1() {
trace("mySoundID completed");
}
var my_sound:Sound = new Sound();

Table of Contents

Related product manuals