specific motion tween stop & resume - flash-cs5

I'm new in games development, am trying to create a simple game in flash-cs5. I created 3 motion tweens in timeline. i'm trying to stop a specific motion tween, when that tween's movieclip is clicked while other tweeens are running and also when the stopped movieclip is clicked again i want to resume the tween while other tweeens are running.
thanking in advanced.

The following is assuming you have each motion tween inside its own movieclip. I am not aware of any method of stopping one tween while leaving the other playing on a single movieclip (or if they are each on the main stage).
That said, you can stop and start animations fairly easily. Below is an example of how to stop a motion tween where it is in playback, and then resume it from that point.
In the example, "myMovieClip" is the movie clip we're working with. We're going to leave the rest of the movieclips alone, as they'll keep playing on their own. I'm also assuming that myMovieClip is playing by default.
The following is in AS3. Place it on the Actions panel for your main stage (first frame if you have multiple frames.)
Also, ensure you have named your MovieClip. To do this, click the MovieClip on your stage in design mode, and then click Properties. There should be a text entry box towards the box. Write the name you want for your MovieClip there.
//Declare a boolean variable that determines whether or not the movieclip timeline is playing.
var ClipPlaying:Boolean = true;
//Add the mouse click event listener to the movie clip.
myMovieClip.addEventListener(MouseEvent.CLICK, StopOrStartClip);
//Declare the function for the above event listener.
function StopOrStartClip(evt:MouseEvent):void
{
//Switch statements are my personal favorites...they're more streamlined than if statements.
switch(ClipPlaying)
{
//If the clip is playing it, we stop it and set ClipPlaying to false.
case true:
myMovieClip.stop();
ClipPlaying = false;
break;
//If the clip is not playing, we start it and set ClipPlaying to true.
case false:
myMovieClip.play();
ClipPlaying = true;
break;
}
}
The most important functions to remember here are:
myMovieClip.stop();
This freezes your animation at its current position.
myMovieClip.play();
This resumes your animation playback from its current position.
When you use either, remember to replace "myMovieClip" with the name of your movie clip!
By the way, slightly unrelated, I highly recommend the book ActionScript 3.0 Game Programming University to learn how to create Flash games.

You wouldn't actually need 5 different event listeners, or functions, or variables; you could just make one function to handle it all:
stage.addEventListener(MouseEvent.CLICK, stageClick);
function stageClick(event:MouseEvent):void {
//I prefer "if" statements
if (event.target == myMovieClip1) stuff here;
else if (event.target == myMovieClip2) stuff here;
else if (event.target == myMovieClip3) stuff here;
else if (event.target == myMovieClip4) stuff here;
else if (event.target == myMovieClip5) stuff here;
}
I can add more details if needed, but this question was from three years ago so probably not.

Related

How to tell if user has released slider

There's an issue on the github to add a released() signal to the slider node, but how would I do the same thing without it?
I want to have a slider, and when the user moves it it says "Value is now X" on a label on the screen. But when I do it based on the 'value_changed(x)' it calls many times while the slider is being dragged. I want it to set my only label when the player releases after sliding, or when presses and releases an area on the slider's range to select a new value without using the grabber.
Okay, this is what I've come up with. It doesn't literally let me know when the slider is released, but it tells me when the player stops editing the slider. It still sends an alert if you pause briefly, but that is okay for my game. It doesn't send continuous alerts like if you just use _on_HSlider_value_changed(), which is what I wanted to avoid.
var old = self.value #start value of slider
var timer_on = false
#will be called continuously while editing timer
func editing_slider(new):
#only start a timer, if there isn't one already or you'll have a million
if not timer_on:
#start timer
timer_on = true
yield(get_tree().create_timer(.2), "timeout" )
timer_on = false
#if still editing, re call function
if old != new:
editing_slider(new)
#done editing
else:
print("slider set to " + str(value))
old = new
func _on_HSlider_value_changed(value):
editing_slider(value)
If you wanted to avoid the alert being called when the user pauses but hasn't released, you'd have to do do some kind of InputEvent check.
You can achieve what you want by overriding the _gui_input function. Attach a script to your slider, and then add this code:
func _gui_input(event):
if (event is InputEventMouseButton) && !event.pressed && (event.button_index == BUTTON_LEFT):
print("Released")
This will work whether the user releases the grabber or "releases an area on the slider's range to select a new value without using the grabber", and achieves what you want. However, if the code is meant to run on a device with a keyboard (e.g. a PC), then the user can also change the value via the cursor keys on the keyboard, and you may want to add support for that too.

Corona: Audio does not begin playing again after scene is re-created

I am trying to play background sound, only during one scene. When this scene is destroyed, the sound should fade out and then stop. Then when the scene is re-created, the sound should start playing again.
Here is what I am trying:
local backgroundMusic
local backgroundMusicChannel
local function stopSound(event)
audio.stop(event.channel)
audio.dispose(event.handle)
backgroundMusic = nil
end
function scene:create(event)
backgroundMusic = audio.loadSound("music/intro.mp3")
backgroundMusicChannel = audio.play(backgroundMusic, {loops = -1, fadein = 3000, onComplete = stopSound})
end
function scene:destroy(event)
audio.fadeOut({channel = backgroundMusicChannel, time=2000})
end
The sound plays when the scene is created initially, and fades out correctly, but does not start again when the scene is created again.
When I change the destroy function to:
function scene:destroy(event)
audio.fadeOut({channel = backgroundMusicChannel, time=2000})
audio.stop(backgroundMusicChannel)
end
the sound does not fade out, because it stops immediately, but it DOES start again correctly the next time the scene is created.
I have also tried using audio.stopWithDelay, which fades out correctly, but similarly, does not begin playing again when the scene is created once more.
If anyone has any insights on what's going on here please let me know!
Could the problem be you cannot (re)play the sound if it isn't stopped yet?
You also never dispose of the audio when the scene ends.
Inside create, stop the previous audio if it already exists.
You're better off creating the sound once and reusing it when needed.
If you use loadStream, you'll have to use audio.rewind() after playing it.
The documentation on this also states that you should probably use loadStream:
https://docs.coronalabs.com/guide/media/audioSystem/index.html

Getting a sound trigger to work

I don't understand why my sound trigger is not working. I have created a GameObject and added an Audio Source to it (on Audio Source I have the Play On Wake and Loop checked. Then I added a Sphere Collider (I have the Is Trigger checked). Finally I added my script and added the sound clips into the inspector. Unity also says that: "There are 2 audio listeners in the scene." I have pretty much unchecked all the audio listeners and it still says it, what am I doing wrong?
Here is a look at my code:
#pragma strict
var WalkAudio:AudioClip;
var OutCry:AudioClip;
function Update (){
var Audio= gameObject.GetComponent(AudioSource);
if(Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
Audio.Play();
}
else
{
Audio.Pause();
}
}
function OnControllerColliderHit (hit : ControllerColliderHit)
{
var Audio= gameObject.GetComponent(AudioSource);
if (hit.gameObject.tag == "templeFloor")
{
var groundType = 1;
print("Temple");
Audio.clip=OutCry;
}
else{
Audio.clip=WalkAudio;
}
}
As you said:
I have pretty much unchecked all the audio listeners
The component AudioListener attached to the Main Camera must be enabled. Probably you have used LoadLevelAdditive so you have two camera and two AudioListener components, one on each of them. Please make sure this additive camera and any other gameObject should have this component disabled.
Also at runtime, you can search which component(s) have AudioListener component attached using this in the Hierarchy window search bar.
t:AudioListener
This should help you out. Also double check using Debug.Log that OnControllerColliderHit function calls and Audio.clip is not null after assignment. Also is it necessary to play sound in Update ?
Also, you should move this line from Update to Start function instead, due to performance cost:
var Audio= gameObject.GetComponent(AudioSource);
and use this Audio variable throughout your script.

Changing what is in the love.load function

My friend and I have been working on a game in love2d recently, but in the early stages of developing my computer hard drive stopped working meaning only my friend could work on it. Now I have a computer and I want to make a main menu in Love2d but There is alot of code in the love.load function (generation of the world and such). My question is can I change what is in love.load when the game is running? e.g The main menu loads up, then the generation of the world loads up when the start button is pressed.
The love.load function runs only once. As you mention, it's generally used to set up data structures and pre-load other resources. You can use it to handle both the world pre-load and the menu pre-load. Then, control what is active via some sort of state. A simplified example:
local state = "menu"
function love.load()
preLoadMenu()
preLoadWorld()
end
function love.update(dt)
if state == "menu" then
updateMenu()
else
updateWorld()
end
end
function love.draw()
if state == "menu" then
drawMenu()
else
drawWorld()
end
end
function love.mousepressed(x, y, button)
if startClicked(x,y,button) then
state = "world"
end
end
It's conceivable that you won't want to pre-load absolutely everything for your game on load. Maybe your game is just too big. If that's the case, consider working with an active scene. A scene might be the menu or maybe it's a game level. Again, a simplified example:
local currentScene
function love.load()
currentScene = loadMenu()
end
function love.update(dt)
currentScene.update(dt)
end
function love.draw()
currentScene.draw()
end
function love.mousepressed(x, y, button)
if startClicked(x,y,button) then
currentScene = loadWorld()
end
end
This second option is much more flexible in the long run. It can handle any number and type of scenes without conditional logic for each. It will require a little "object" thinking. All scenes need a consistent way to update and draw.
If your world takes a while to load, you may want to display a temporary "world is loading" scene so your users don't get impatient.

FMOD surround sound openframeworks

Ok, I hope I don't mess this up, I have had a look for some answers but can't find anything. I am trying to make a simple sampler in openframeworks using the FMOD sound player in 3D mode. I can make a single instance work fine (recording a new file using libsndfilerecorder and then playing it back and moving it in surround.
However I want to have 8 layers of looping audio that I can record and replace one layer at a time in a live show. I get a lot of problems as soon as I have more than 1 layer.
The first part of my question relates to the FMOD 3D modes, it is listener relative, so I have to define the position of my listener for every sound (I would prefer to have head relative mode but I cannot make this work at all. Again this works fine when I am using a single player but with multiple players only the last listener I update actually works.
The main problem I have is that when I use multiple players I get distortion, and often a mix of other currently playing sounds (even when the microphone cannot hear them) in my new recordings. Is there an incompatability with libsndfilerecorder and FMOD?
Here I initialise the players
for (int i=0; i<CHANNEL_COUNT; i++) {
lvelocity[i].set(1, 1, 1);
lup[i].set(0, 1, 0);
lforward[i].set(0, 0, 1);
lposition[i].set(0, 0, 0);
sposition[i].set(3, 3, 2);
svelocity[i].set(1, 1, 1);
//player[1].initializeFmod();
//player[i].loadSound( "1.wav" );
player[i].setVolume(0.75);
player[i].setMultiPlay(true);
player[i].play();
setupHold[i]==false;
recording[i]=false;
channelHasFile[i]=false;
settingOsc[i]=false;
}
When I am recording I unload the file and make sure the positions of the player that is not loaded are not updating.
void fmodApp::recordingStart( int recordingId ){
if (recording[recordingId]==false) {
setupHold[recordingId]=true; //this stops the position updating
cout<<"Start recording Channel " + ofToString(recordingId+1)+" setup hold is true \n";
pt=getDateName() +".wav";
player[recordingId].stop();
player[recordingId].unloadSound();
audioRecorder.setup(pt);
audioRecorder.setFormat(SF_FORMAT_WAV | SF_FORMAT_PCM_16);
recording[recordingId]=true; //this starts the libSndFIleRecorder
}
else {
cout<<"Channel" + ofToString(recordingId+1)+" is already recording \n";
}
}
And I stop the recording like this.
void fmodApp::recordingEnd( int recordingId ){
if (recording[recordingId]=true) {
recording[recordingId]=false;
cout<<"Stop recording" + ofToString(recordingId+1)+" \n";
audioRecorder.finalize();
audioRecorder.close();
player[recordingId].loadSound(pt);
setupHold[recordingId]=false;
channelHasFile[recordingId]=true;
cout<< "File recorded channel " + ofToString(recordingId+1) + " file is called " + pt + "\n";
}
else {
cout << "Sorry track" + ofToString(recordingId+1) + "is not recording";
}
}
I am careful not to interrupt the updating process but I cannot see where I am going wrong.
Many Thanks
to deal with the distortion, i think you will need to lower the volume of each channel on playback, try setting the volume to 1/8 of the max volume. there isn't any clipping going on so if the sum of sounds > 1.0f you will clip and it will sound bad.
to deal with crosstalk when recording: i guess you have some sort of feedback going on with the output, ie the output sound is being fed back into the input channel, probably by the operating system. if you run another app that makes sound do you also get that in your recording as well? if so then that is probably your problem.
if it works with one channel, try it with just 2, instead of jumping straight up to 8 channels.
in general i would try to abstract out the playback/record logic and soundPlayer/recorder into a separate class. you have a couple of booleans there and it's really easy to make mistakes with >1 boolean. is there any way you can replace the booleans with an enum or an integer state variable?
EDIT: I didn't see the date on your question :D Suppose you managed to do it by now. Maybe it helps somebody else..
I'm not sure if I can answer everything of your question, but I can share how I've worked with 3D sound in FMOD. I haven't worked with recording though.
For my own application a user can place sounds in 3D space around himself. For this I only have one Listener and multiple Sounds. In your code you're making a listener for every sound, are you sure that is necessary? I would imagine that this causes the multiple listeners to pick up multiple sounds and output that to your soundcard. So from the second sound+listener, both listeners pick up both sounds? I'm not a 100% sure but it sounds plausible to me.
I made a class to create sound objects (and one listener). Then I use a vector to store the objects and move trough them to render them.
My class SoundBox basically holds all the necessary things for FMOD
Making a "SoundBox" object and adding it to my soundboxes vector:
SoundBox * box = new SoundBox(box_loc, box_rotation, box_color);
box->loadVideo(ofToDataPath(video_files[soundboxes.size()]));
box->loadSound(ofToDataPath(sound_files[soundboxes.size()]));
box->setVolume(1);
box->setMultiPlay(true);
box->updateSound(box_loc, box_vel);"
box->play();
soundboxes.push_back(box);
Constructor for the SoundBox. I use a similar constructor in the same class for the listener, but since the listener will always be at the origin for me, it doesn't take any arguments and just sets all the listener locations to 0. The constructor for the listener only gets called once, while the one for the Sound gets called whenever I want to make a new one. (don't mind the box_color. I'm drawing physical boxes in this case..):
SoundBox::SoundBox(ofVec3f box_location, ofVec3f box_rotation, ofColor box_color) {
_box_location = box_location;
_box_rotation = box_rotation;
_box_color = box_color;
sound_position.x = _box_location.x;
sound_position.y = _box_location.y;
sound_position.z = _box_location.z;
sound_velocity.x = 0;
sound_velocity.y = 0;
sound_velocity.z = 0;
Then I just use a for loop to loop trough them and play them if they're not playing. I also have some similar code to select them and move then around.
for(auto box = soundboxes.begin(); box != soundboxes.end(); box++){
if(!(*box)->getIsPlaying())
(*box)->play();
}
I really hoped this helped. I'm not a very experienced programmer but this is how I got FMOD with multiple sounds to work in OpenFrameworks and hope you can use some of it. I just dumped as much of my code as I could :D
My main suggestion is to make one listener instead of more. Also having a class for making the sounds is useful if you, for instance, want to relocate the sounds after the initial placement.
Hope it helps and good luck :)

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