ActionScript 2: Event doesn't fire?
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Pascal Schuster
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Published on 2012-07-02T03:33:38Z
Indexed on
2012/07/03
3:15 UTC
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Hit count: 172
actionscript-2
|sounds
So I have a soundHandler class that's supposed to play sounds and then point back to a function on the timeline when the sound has completed playing. But somehow, only one of the sounds plays when I try it out. EDIT: After that sound plays, nothing happens, even though I have EventHandlers set up that are supposed to do something. Here's the code:
import mx.events.EventDispatcher;
class soundHandler {
private var dispatchEvent:Function;
public var addEventListener:Function;
public var removeEventListener:Function;
var soundToPlay;
var soundpath:String;
var soundtype:String;
var prefix:String;
var mcname:String;
public function soundHandler(soundpath:String, prefix:String, soundtype:String, mcname:String) {
EventDispatcher.initialize(this);
_root.createEmptyMovieClip(mcname, 1);
this.soundpath = soundpath;
this.soundtype = soundtype;
this.prefix = prefix;
this.mcname = mcname;
}
function playSound(file, callbackfunc) {
_root.soundToPlay = new Sound(_root.mcname);
_global.soundCallbackfunc = callbackfunc;
_root.soundToPlay.onLoad = function(success:Boolean) {
if (success) {
_root.soundToPlay.start();
}
};
_root.soundToPlay.onSoundComplete = function():Void {
trace("Sound Complete: "+this.soundtype+this.prefix+this.file+".mp3");
trace(arguments.caller);
dispatchEvent({type:_global.soundCallbackfunc});
trace(this.toString());
trace(this.callbackfunction);
};
_root.soundToPlay.loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true);
_root.soundToPlay.stop();
}
}
Here's the code from the .fla file:
var playSounds:soundHandler = new soundHandler("signup", "su", "s", "mcs1");
var file = "000";
playSounds.addEventListener("sixtyseconds", this);
playSounds.addEventListener("transition", this);
function sixtyseconds() {
trace("I am being called! Sixtyseconds");
var phase = 1;
var file = random(6);
if (file == 0) {
file = 1;
}
if (file<10) {
file = "0"+file;
}
file = phase+file;
playSounds.playSound(file, "transition");
}
function transition() {
trace("this works");
}
playSounds.playSound(file, "sixtyseconds");
I'm at a total loss for this one. Have been wasting hours to figure it out already. Any help will be deeply appreciated.
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