Embedding Sound with Flash, Part II: Playing Variations: Stopping before Re-Triggering - Doc JavaScript | WebReference

Embedding Sound with Flash, Part II: Playing Variations: Stopping before Re-Triggering - Doc JavaScript


Embedding Sound with Flash, Part II: Playing Variations

Stopping before Re-Triggering

The event sync enables layering of sounds which may create an amplification effect. The start sync forces you to wait until the end of the track before you can re-trigger the sound. Sometimes, the "Stop before Re-Trigger" technique is best suitable for your needs. It stops any instance of the same frame before start playing a new instance. This technique ensures that the new frame is the only instance playing -- no layering of tracks is allowed. It also allows you to stop the sound immediately instead of waiting for the end of the track (start sync).

The left link below demonstrates the "Stop before Re-Trigger" technique. Mouse over the link over and over. The track will always stop and then restart from the beginning. As a reference, you can layer sounds with the middle link. Stop the layered sounds with the right link:

Play a Scale    Start a Looping Sound    Stop a Looping Sound

Here is the source code:

<HTML>
<HEAD>
<SCRIPT SRC="flashsound.js"></SCRIPT>
<SCRIPT>
  var mySoundObj1 = new FlashSound();
  var mySoundObj2 = new FlashSound();
</SCRIPT>
</HEAD>
<BODY>
<A HREF="javascript://"
  onmouseover="mySoundObj1.TGotoAndPlay
  ('/scale-event','stop');
  mySoundObj1.TGotoAndPlay('/scale-event','start')">
  Play a Scale</A>
<A HREF="javascript://"
  onmouseover="mySoundObj2.TGotoAndPlay
  ('/loop-event','start')">
  Start a Looping Sound</A>
<A HREF="javascript://"
  onmouseover="mySoundObj2.TGotoAndPlay
  ('/loop-event','stop')">
  Stop a Looping Sound</A>
<SCRIPT>
  mySoundObj1.embedSWF("scale.swf");
  mySoundObj2.embedSWF("loop.swf");
</SCRIPT>
</BODY>
</HTML>

Next: How to stop multiple tracks

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Created: April 23, 2001
Revised: April 23, 2001

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