I am currently trying to write code for actionscript that will play a sound. Normally this wouldn't be a problem, however I need to play the sound with the stipulation that it doesn't begin playing until after the sound is finished loading. Is there a way to make sure the sound is loaded before I play it?
You can do the following:
var sound:Sound = new Sound();
sound.addEventListener(Event.COMPLETE, onSoundLoaded);
sound.load(new URLRequest("mySound.mp3"));
function onSoundLoaded(event:Event):void
{
var loadedSound:Sound = event.target as Sound;
loadedSound.play();
}
This is taken from this adobe tutorial.
Good luck coding!
Related
I don't know what is wrong with my script, at the moment I have a main menu music playing and this script is meant to overlap and evil laugh sound over the main menu music at a random time different every time.
var soundToPlay : AudioSource;
function Start(){
Invoke("PlaySound", Random.Range(5.0, 20.0));
}
function PlaySound(){
if (!soundToPlay.isPlaying)
soundToPlay.Play();
Invoke("PlaySound", Random.Range(5.0, 20.0));
}
I did set the audio source but I get this error (I think when the audio is going to play) not at build:
MissingMethodException Unity.AudioClip.Play
Any help would be greatly appreciated.
Thank You!
You can play an AudioClip but not an AudioSource, try var soundToPlay : AudioClip;
Can anyone tell me the best approach to playing single-tone, audio (.mp3) files in a Windows Phone 8 app? Think of a piano app, where each key would represent a button, and each button would play a different tone.
I'm looking for the most efficient way to go about this - I've got 8 different buttons that need to play a different tone when tapped.
I tried using the MediaElement:
MediaElement me;
public MainPage()
{
InitializeComponent();
me = new MediaElement();
me.AutoPlay = false;
me.Source = new Uri("/Sounds/Sound1.mp3", UriKind.Relative);
btnPlay.Click += btnPlay_Click;
}
private void btnPlay_Click(object sender, EventArgs e)
{
me.Play();
}
But nothing happens, either in the emulator or on a device (testing w/ a Lumia 822). Am I doing something wrong here? It seems like it should be pretty simple. Or would using MediaElement even be the best thing to use for my scenario?
Would this fall under the Background Audio category? I've read through this example but it seems overkill for what I want to do.
I've also read about using XNA's SoundEffect to do the job, but then I'd have to convert my .mp3 files to .wav (which isn't necessarily a problem, but I'd rather not go through that if I don't need to).
Can anyone tell me either what I'm doing wrong in my example above or guide me to a better solution for playing quick <1s audio tones?
I had this problem before with MediaElement not playing audio files. After many attempts I found out that it only plays if it defined in the xaml and AutoPlay is set to true.
Try defining it in the xaml or you can just add it to your LayoutRoot.
var me = new MediaElement();
LayoutRoot.Children.Add(me);
me.AutoPlay = true;
me.Source = new Uri("Sound/1.mp3", UriKind.Relative);
I have had good luck just doing this piece of code in my app. But it may not work as well in your context, give it a whirl though.
mediaElement.Source = new Uri("/Audio/" + songID.ToString() + ".mp3", UriKind.Relative);
mediaElement.Play();
Background: I'm coding a metro-styled app for Win8. I need to be able to play music-file. Because of quality and space requirements we're using encoded audio (mp3/ogg).
I'm using XAudio2 to play sound effects (.wav files), but since I couldn't figure out a way to play encoded audio with it, I decided to play the music files with Media Foundation (IMFMediaPlayer interface).
I downloaded metro apps sample, and found out that the Media Engine Native C++ video playback sample was closest to what I needed.
Now that my app has MediaPlayer playing musics, I ran into a problem. If the device running the app is slow enough, MediaPlayer hangs. When I'm running the release-version of the app on my device, it's fine and I can hear the music just fine. But when I attach the debugger or run it on a slower device, it hangs when I'm setting bytestream for the MediaPlayer to play.
Here's some code, you'll find it pretty similiar to the sample:
StorageFolder^ installedLocation = Windows::ApplicationModel::Package::Current->InstalledLocation;
m_pickFileTask = Concurrency::task<StorageFile^>(installedLocation->GetFileAsync(filename)), m_tcs.get_token());
auto player = this;
m_pickFileTask.then([player](StorageFile^ fileHandle)
{
player->SetURL(fileHandle->Path);
Concurrency::task<IRandomAccessStream^> fOpenStreamTask = Concurrency::task<IRandomAccessStream^> (fileHandle->OpenAsync(Windows::Storage::FileAccessMode::Read));
fOpenStreamTask.then([player](IRandomAccessStream^ streamHandle)
{
MEDIA::ThrowIfFailed(
player->m_spMediaEngine->Pause()
);
MEDIA::GetMediaError(player->m_spMediaEngine);
player->SetBytestream(streamHandle);
if (player->m_spMediaEngine)
{
MEDIA::ThrowIfFailed(
player->m_spEngineEx->Play()
);
MEDIA::GetMediaError(player->m_spMediaEngine);
}
}
);
}
);
And here's the SetBytestream method:
SetBytestream(IRandomAccessStream^ streamHandle)
{
if(m_spMFByteStream != nullptr)
{
m_spMFByteStream->Close();
m_spMFByteStream = nullptr;
}
MEDIA::ThrowIfFailed(
MFCreateMFByteStreamOnStreamEx((IUnknown*)streamHandle, &m_spMFByteStream)
);
MEDIA::ThrowIfFailed(
m_spEngineEx->SetSourceFromByteStream(m_spMFByteStream.Get(), m_bstrURL)
);
MEDIA::GetMediaError(m_spEngineEx);
return;
}
The line where it hangs is:
m_spEngineEx->SetSourceFromByteStream(m_spMFByteStream.Get(), m_bstrURL)
When I'm debugging the app, I can press pause and see the stack. Well, not much of it, but atleast I can see it that it's indefinitely at
ntdll.dll!77b7f4dc()
Any ideas why my app would hang in such a way?
(OPTIONAL: If you know a better way to play mp3/ogg in a c++ metro-styled app, let me know)
Could not figure out why this is happening, but I managed to code a work-a-round:
IMFSourceReader can be used to decode MP3s and feed bytes into XAudio2SourceVoice.
XAudio2 audio stream effect sample contains good example how to do this.
I just developed an App by using adobe air. It contains some animations with background music in mp3 format. The problem is that the music is very jerky when the animation is playing...
FYI, this is the way how I play audio in flash:new Sound(new URLRequest("m3.mp3")).play()
Have I done anything wrong?
BTW, the funny thing is that if you hit the HOME button, and then come back to the app again, everything plays beautifully...
Without knowing more about the code, it seems like the sound is not fully loaded. The file plays as far as it can, then waits for more data to show up, then continues . . . very jerky. You may have to wait for the sound to load completely before playing it:
var s = new air.Sound();
s.addEventListener(air.Event.COMPLETE, onSoundLoaded);
var req = new air.URLRequest("bigSound.mp3");
s.load(req);
function onSoundLoaded(event)
{
var localSound = event.target;
localSound.play();
}
This code is from Adobe's Sound docs.
I would like to create a simple add-on that would play a different MP3 recording every time the user double clicks a word in a webpage he is visiting and selects a special option from the context menu.
The MP3 files are located on a remote server. Normally I would use JavaScript+Flash to play the MP3 file. In a Firefox add-on, however, I'm unable to load external scripts for some reason (playing the sound works fine if it's the webpage itself that loads the scripts, but of course I need it to work with every website and not just the ones that include the script).
So what's the easiest way to play a remote MP3 file in a Firefox add-on using JavaScript?
This may not entirely solve your question, as I don't BELIEVE it plays MP3s, but I'm not certain.
Firefox has nsISound, which I KNOW can play remote WAV files, as I've tested and proved it.
You may want to test it for yourself and see if it leads you a little closer!
var ios = Components.classes['#mozilla.org/network/io-service;1'].getService(Components.interfaces.nsIIOService);
var sound = ios.newURI("http://www.yoursite.com/snds/haha.wav", null, null);
var player = Components.classes["#mozilla.org/sound;1"].createInstance(Components.interfaces.nsISound);
player.play(sound);
Good luck, I hope this at least gets you close!
I know this is an old question, but if someone needs a way to do it:
let player = document.createElement("audio");
player.src = browser.runtime.getURL(SOUND_URL);
player.play();
There is one caveat: the user must have allowed autoplay on the website.
Here is a working code....
var sound = Components.classes["#mozilla.org/sound;1"].createInstance(Components.interfaces.nsISound);
var soundUri = Components.classes['#mozilla.org/network/standard-url;1'].createInstance(Components.interfaces.nsIURI);
soundUri.spec = "chrome://secchat/content/RING.WAV";
sound.play(soundUri);
var window = require('sdk/window/utils').getMostRecentBrowserWindow();
var audio = ('http://example.com/audio.mp3');
audio.play();