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Looping different sound files in flash

Posted on 2003-02-19
Medium Priority
Last Modified: 2010-04-03
I have 15 samples ranging from .4 sec to 26 seconds.
I have put them all in the timeline some of them looping. transitions are smooth in winamp, but in flash everything is screwed up. for some reason working with the onSoundCompleted  doesn't do the job ( when i tried that i did not play them from the timeline rather creating soundobjects) but i don't know what to do know. all sounds are event triggered and sync is given because of a relatively very small (200 kb for 2 minutes) silent streamsound but still i can't position the sounds exactely right. I tried to "draw" it

*-/\-Sound1-/\                       *-/\Sound3-/

these are 3 layers
* = keyframe
-/\-/\= the sound
as soon as one file stops the other continues (no pauze, no overlap)
sound 1 is a soud file of .4 sec which is looped 29 times
sound 2 is a sound file of 3 sec which is played once
sound 3 is a soud file of .4 sec which is looped 13 times
all sound files have the same bpm and all contain the beat so if they are offset it is noticed immediately.

Question by:Tomekoreo

Accepted Solution

henryww earned 600 total points
ID: 7983522
i wonder why the onSoundComplete didn't work!

//this is what i tested on my computer with flash mx

//frame 1 - get all sound from the library
s1 = new Sound();
s2 = new Sound();
s3 = new Sound();
s1.onSoundComplete = function() {

s2.onSoundComplete = function() {

// some frames later - (my text frame 20)
// when the movie plays

// well ... it works ok for me ...
// but i don't have any movie playing ...
// maybe that's why!!!


Expert Comment

ID: 9304361
hello Tomekoreo.

do u still need help in this issue, i can help u if u would like.
just specify ur erros plzz


Author Comment

ID: 10609859
it's easier to give the points than to close the question

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