Package | flash.media |
Class | public class Sound |
Inheritance | Sound EventDispatcher Object |
Language version: | ActionScript 3.0 |
Runtime version: |
In Flash Player 10 and later and AIR 1.5 and later, you can also use this
class to work with sound that is generated dynamically.
In this case, the Sound object uses the function you assign to a sampleData
event handler to
poll for sound data. The sound is played as it is retrieved from a ByteArray object that
you populate with sound data. You can use Sound.extract()
to extract sound data from a
Sound object,
after which you can manipulate it before writing it back to the stream for playback.
To control sounds that are embedded in a SWF file, use the properties in the SoundMixer class.
Note: The ActionScript 3.0 Sound API differs from ActionScript 2.0. In ActionScript 3.0, you cannot take sound objects and arrange them in a hierarchy to control their properties.
When you use this class, consider the following security model:
Sound.id3
,
SoundMixer.computeSpectrum()
, SoundMixer.bufferTime
,
and the SoundTransform
class.However, in Adobe AIR, content in the application
security sandbox (content
installed with the AIR application) are not restricted by these security limitations.
For more information related to security, see the Flash Player Developer Center Topic: Security.
See also
Property | Defined by | ||
---|---|---|---|
bytesLoaded : uint
[read-only]
Returns the currently available number of bytes in this sound object.
| Sound | ||
bytesTotal : int
[read-only]
Returns the total number of bytes in this sound object.
| Sound | ||
constructor : Object
A reference to the class object or constructor function for a given object instance.
| Object | ||
id3 : ID3Info
[read-only]
Provides access to the metadata that is part of an MP3 file.
| Sound | ||
isBuffering : Boolean
[read-only]
Returns the buffering state of external MP3 files.
| Sound | ||
isURLInaccessible : Boolean
[read-only]
Indicates if the
Sound.url property has been
truncated. | Sound | ||
length : Number
[read-only]
The length of the current sound in milliseconds.
| Sound | ||
prototype : Object
[static]
A reference to the prototype object of a class or function object.
| Object | ||
url : String
[read-only]
The URL from which this sound was loaded.
| Sound |
Method | Defined by | ||
---|---|---|---|
Creates a new Sound object.
| Sound | ||
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener object with an EventDispatcher object so that the listener
receives notification of an event.
| EventDispatcher | ||
Closes the stream, causing any download of data to cease.
| Sound | ||
Dispatches an event into the event flow.
| EventDispatcher | ||
Extracts raw sound data from a Sound object.
| Sound | ||
Checks whether the EventDispatcher object has any listeners registered for a specific type
of event.
| EventDispatcher | ||
Indicates whether an object has a specified property defined.
| Object | ||
Indicates whether an instance of the Object class is in the prototype chain of the object specified
as the parameter.
| Object | ||
Initiates loading of an external MP3 file from the specified URL.
| Sound | ||
load MP3 sound data from a ByteArray object into a Sound object.
| Sound | ||
loadPCMFromByteArray(bytes:ByteArray, samples:uint, format:String = "float", stereo:Boolean = true, sampleRate:Number = 44100.0):void
Load PCM 32-bit floating point sound data from a ByteArray object into a Sound object.
| Sound | ||
Generates a new SoundChannel object to play back the sound.
| Sound | ||
Indicates whether the specified property exists and is enumerable.
| Object | ||
Removes a listener from the EventDispatcher object.
| EventDispatcher | ||
Sets the availability of a dynamic property for loop operations.
| Object | ||
Returns the string representation of this object, formatted according to locale-specific conventions.
| Object | ||
Returns the string representation of the specified object.
| Object | ||
Returns the primitive value of the specified object.
| Object | ||
Checks whether an event listener is registered with this EventDispatcher object or any of
its ancestors for the specified event type.
| EventDispatcher |
Event | Summary | Defined by | ||
---|---|---|---|---|
[broadcast event] Dispatched when the Flash Player or AIR application gains operating system focus and becomes active. | EventDispatcher | |||
Dispatched when data has loaded successfully. | Sound | |||
[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive. | EventDispatcher | |||
Dispatched by a Sound object when ID3 data is available for an MP3 sound. | Sound | |||
Dispatched when an input/output error occurs that causes a load operation to fail. | Sound | |||
Dispatched when a load operation starts. | Sound | |||
Dispatched when data is received as a load operation progresses. | Sound | |||
Dispatched when the runtime requests new audio data. | Sound |
bytesLoaded | property |
bytesLoaded:uint
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
Returns the currently available number of bytes in this sound object. This property is usually useful only for externally loaded files.
Implementation public function get bytesLoaded():uint
bytesTotal | property |
bytesTotal:int
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
Returns the total number of bytes in this sound object.
Implementation public function get bytesTotal():int
id3 | property |
id3:ID3Info
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
Provides access to the metadata that is part of an MP3 file.
MP3 sound files can contain ID3 tags, which provide metadata about the
file. If an MP3 sound that you load using the Sound.load()
method contains ID3 tags, you can query these properties. Only ID3 tags
that use the UTF-8 character set are supported.
Flash Player 9 and later and AIR support
AIR supports ID3 2.0 tags,
specifically 2.3 and 2.4. The following tables list the standard ID3 2.0 tags
and the type of content the tags represent. The Sound.id3
property provides
access to these tags through the format
my_sound.id3.COMM
, my_sound.id3.TIME
, and so on. The first
table describes tags that can be accessed either through the ID3 2.0 property name or
the ActionScript property name. The second table describes ID3 tags that are supported but do not have
predefined properties in ActionScript.
ID3 2.0 tag | Corresponding Sound class property |
COMM | Sound.id3.comment |
TALB | Sound.id3.album |
TCON | Sound.id3.genre |
TIT2 | Sound.id3.songName |
TPE1 | Sound.id3.artist |
TRCK | Sound.id3.track |
TYER | Sound.id3.year |
The following table describes ID3 tags that are supported but do not have
predefined properties in the Sound class. You access them by calling
mySound.id3.TFLT
, mySound.id3.TIME
, and so on. NOTE: None of
these tags are supported in Flash Lite 4.
Property | Description |
TFLT | File type |
TIME | Time |
TIT1 | Content group description |
TIT2 | Title/song name/content description |
TIT3 | Subtitle/description refinement |
TKEY | Initial key |
TLAN | Languages |
TLEN | Length |
TMED | Media type |
TOAL | Original album/movie/show title |
TOFN | Original filename |
TOLY | Original lyricists/text writers |
TOPE | Original artists/performers |
TORY | Original release year |
TOWN | File owner/licensee |
TPE1 | Lead performers/soloists |
TPE2 | Band/orchestra/accompaniment |
TPE3 | Conductor/performer refinement |
TPE4 | Interpreted, remixed, or otherwise modified by |
TPOS | Part of a set |
TPUB | Publisher |
TRCK | Track number/position in set |
TRDA | Recording dates |
TRSN | Internet radio station name |
TRSO | Internet radio station owner |
TSIZ | Size |
TSRC | ISRC (international standard recording code) |
TSSE | Software/hardware and settings used for encoding |
TYER | Year |
WXXX | URL link frame |
When using this property, consider the Flash Player security model:
id3
property of a Sound object is always permitted for SWF files
that are in the same security sandbox as the sound file. For files in other sandboxes, there
are security checks.load()
method of the Sound class, you can
specify a context
parameter, which is a SoundLoaderContext object. If you set the
checkPolicyFile
property of the SoundLoaderContext object to true
, Flash Player
checks for a URL policy file on the server from which the sound is loaded. If a
policy file exists and permits access from the domain of the loading SWF file, then the file is allowed
to access the id3
property of the Sound object; otherwise it is not.However, in Adobe AIR, content in the application
security sandbox (content
installed with the AIR application) are not restricted by these security limitations.
For more information related to security, see the Flash Player Developer Center Topic: Security.
Implementation public function get id3():ID3Info
See also
In the constructor, the sound file is loaded but it is not set to play. Here, it is
assumed that the file is in the SWF directory. The system must have permission
in order to read the ID3 tags of a loaded sound file. If there is ID3 information in
the file and the program is permitted to read it, an Event.ID3
event will
be fired and the id3
property of the sound file will be populated.
The id3
property contains an ID3Info
object with all
of the ID3 information.
In the id3Handler()
method, the file's ID3 tags
are stored in id3
, an ID3Info class object. A text field is
instantiated to display the list of the ID3 tags. The for loop iterates
through all the ID3 2.0 tags and appends the name and value to the content of
the text field. Using ID3 info (ID3Info
) properties, the artist,
song name, and album are also appended. ActionScript 3.0
and Flash Player 9 and later support ID3 2.0 tags, specifically 2.3 and 2.4.
If you iterate through properties like in the for loop, only ID3 2.0 tags will appear.
However, the data from the earlier versions are also stored in the song's id3
property and can be accessed using ID3 info class properties.
The tags for the ID3 1.0 are at the end of the file while the ID3 2.0 tags are in
the beginning of the file. (Sometimes, the files may have both earlier and later version
tags in the same place.) If a file encoded with both version 1.0 and 2.0 tags at the
beginning and the end of the file, the method id3Handler()
will be invoked twice.
It first reads the 2.0 version and then the version 1.0. If only ID3 1.0 tag is available,
then the information is accessible via the ID3 info properties, like id3.songname
.
For ID3 2.0, id3.TITS
property will retrieve the song name using the new tag (TITS).
Note that no error handling is written for this example and if the ID3 content is long, the result may go beyond the viewable area.
package { import flash.display.Sprite; import flash.media.Sound; import flash.net.URLRequest; import flash.media.ID3Info; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.Event; public class Sound_id3Example extends Sprite { private var snd:Sound = new Sound(); private var myTextField:TextField = new TextField(); public function Sound_id3Example() { snd.addEventListener(Event.ID3, id3Handler); snd.load(new URLRequest("mySound.mp3")); } private function id3Handler(event:Event):void { var id3:ID3Info = snd.id3; myTextField.autoSize = TextFieldAutoSize.LEFT; myTextField.border = true; myTextField.appendText("Received ID3 Info: \n"); for (var propName:String in id3) { myTextField.appendText(propName + " = " + id3[propName] + "\n"); } myTextField.appendText("\n" + "Artist: " + id3.artist + "\n"); myTextField.appendText("Song name: " + id3.songName + "\n"); myTextField.appendText("Album: " + id3.album + "\n\n"); this.addChild(myTextField); } } }
isBuffering | property |
isBuffering:Boolean
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
Returns the buffering state of external MP3 files. If the value is true
,
any playback is
currently suspended while the object waits for more data.
public function get isBuffering():Boolean
isURLInaccessible | property |
isURLInaccessible:Boolean
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: | AIR 2 |
Indicates if the Sound.url
property has been
truncated. When the isURLInaccessible
value is true
the
Sound.url
value is only the domain of the final URL from which the sound loaded.
For example, the property is truncated if the sound is loaded from http://www.adobe.com/assets/hello.mp3
,
and the Sound.url
property has the value http://www.adobe.com
.
The isURLInaccessible
value is true
only when all of the following are also true:
Sound.load()
is from a different domain than
the sound file's final URL.Sound.load()
does not have permission to access
the sound file. Permission is granted to access the sound file the same way permission is granted
for the Sound.id3
property: establish a policy file and use the SoundLoaderContext.checkPolicyFile
property.Note: The isURLInaccessible
property was added for Flash Player 10.1 and AIR 2.0.
However, this property is made available to SWF files of all versions when the
Flash runtime supports it. So, using some authoring tools in "strict mode" causes a compilation error. To work around the error
use the indirect syntax mySound["isURLInaccessible"]
, or disable strict mode. If you are using Flash Professional CS5
or Flex SDK 4.1, you can use and compile this API for runtimes released before Flash Player 10.1 and AIR 2.
For application content in AIR, the value of this property is always false
.
public function get isURLInaccessible():Boolean
See also
length | property |
length:Number
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
The length of the current sound in milliseconds.
Implementation public function get length():Number
url | property |
url:String
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
The URL from which this sound was loaded. This property is applicable only to Sound
objects that were loaded using the Sound.load()
method. For
Sound objects that are associated with a sound asset from a SWF file's library, the
value of the url
property is null
.
When you first call Sound.load()
, the url
property
initially has a value of null
, because the final URL is not yet known.
The url
property will have a non-null value as soon as an
open
event is dispatched from the Sound object.
The url
property contains the final, absolute URL from which a sound was
loaded. The value of url
is usually the same as the value passed to the
stream
parameter of Sound.load()
.
However, if you passed a relative URL to Sound.load()
the value of the url
property represents the absolute URL.
Additionally, if the original URL request is redirected by an HTTP server, the value
of the url
property reflects the final URL from which the sound file was actually
downloaded. This reporting of an absolute, final URL is equivalent to the behavior of
LoaderInfo.url
.
In some cases, the value of the url
property is truncated; see the
isURLInaccessible
property for details.
public function get url():String
See also
Sound | () | constructor |
public function Sound(stream:URLRequest = null, context:SoundLoaderContext = null)
Language version: | ActionScript 3.0 |
Runtime version: |
Creates a new Sound object. If you pass a valid URLRequest object to the
Sound constructor, the constructor automatically calls the load()
function
for the Sound object.
If you do not pass a valid URLRequest object to the Sound constructor,
you must call the load()
function for the Sound object yourself,
or the stream will not load.
Once load()
is called on a Sound object, you can't later load
a different sound file into that Sound object. To load a different sound file,
create a new Sound object.
load()
,
you can use the sampleData
event handler to load sound dynamically into the Sound object.
Parameters
stream:URLRequest (default = null ) — The URL that points to an external MP3 file.
|
|
context:SoundLoaderContext (default = null ) — An optional SoundLoader context object, which can define the buffer time
(the minimum number of milliseconds of MP3 data to hold in the Sound object's
buffer) and can specify whether the application should check for a cross-domain
policy file prior to loading the sound.
|
close | () | method |
public function close():void
Language version: | ActionScript 3.0 |
Runtime version: |
Closes the stream, causing any download of data to cease.
No data may be read from the stream after the close()
method is called.
Error — The stream could not be closed, or
the stream was not open.
|
Sound.close()
method will be called and the sound will stop streaming.
In the constructor, a text field is created for the Start and Stop button.
When the user clicks on the text field, the clickHandler()
method is invoked.
It handles the starting and stopping of the sound file. Note that depending on
the network connection or when the user clicks the Stop button, much of the file could
already have been loaded and it may take a while for the sound file to stop playing.
A try...catch
block is used to catch any IO error that may occur while
closing the stream. For example, if the sound is loaded from a local directory and
not streamed, error 2029 is caught, stating, "This URLStream object does not have an open stream."
package { import flash.display.Sprite; import flash.net.URLRequest; import flash.media.Sound; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.MouseEvent; import flash.errors.IOError; import flash.events.IOErrorEvent; public class Sound_closeExample extends Sprite { private var snd:Sound = new Sound(); private var button:TextField = new TextField(); private var req:URLRequest = new URLRequest("http://av.adobe.com/podcast/csbu_dev_podcast_epi_2.mp3"); public function Sound_closeExample() { button.x = 10; button.y = 10; button.text = "START"; button.border = true; button.background = true; button.selectable = false; button.autoSize = TextFieldAutoSize.LEFT; button.addEventListener(MouseEvent.CLICK, clickHandler); this.addChild(button); } private function clickHandler(e:MouseEvent):void { if(button.text == "START") { snd.load(req); snd.play(); snd.addEventListener(IOErrorEvent.IO_ERROR, errorHandler); button.text = "STOP"; } else if(button.text == "STOP") { try { snd.close(); button.text = "Wait for loaded stream to finish."; } catch (error:IOError) { button.text = "Couldn't close stream " + error.message; } } } private function errorHandler(event:IOErrorEvent):void { button.text = "Couldn't load the file " + event.text; } } }
extract | () | method |
public function extract(target:ByteArray, length:Number, startPosition:Number = -1):Number
Language version: | ActionScript 3.0 |
Runtime version: | AIR 1.5 |
Extracts raw sound data from a Sound object.
This method is designed to be used when you are working
with dynamically generated audio, using a function you assign
to the sampleData
event for a different Sound object.
That is, you can use this method to extract sound data from a Sound object.
Then you can write the data to the byte array that another Sound object is using
to stream dynamic audio.
The audio data is placed in the target byte array starting from the current position of the byte array.
The audio data is always exposed as 44100 Hz Stereo. The sample type is a 32-bit floating-point value,
which can be converted to a Number using ByteArray.readFloat()
.
target:ByteArray — A ByteArray object in which the extracted sound samples are placed.
|
|
length:Number — The number of sound samples to extract.
A sample contains both the left and right channels — that is, two 32-bit floating-point values.
|
|
startPosition:Number (default = -1 ) — The sample at which extraction begins.
If you don't specify a value, the first call to Sound.extract() starts at the beginning
of the sound; subsequent calls without a value for startPosition
progress sequentially through the file.
|
Number —
The number of samples written to the ByteArray specified in the target parameter.
|
See also
extract()
method of the Sound class to access the audio data.
The mp3 data is loaded into the sourceSnd
Sound object. When the
application loads the mp3 data, it calls the loaded()
function
(the event handler for the complete
event of the sourceSnd
object). A second Sound object, outputSound
, is used to play the
modified audio. The outputSound
object has a sampleData
event listener; so the object dispatches periodical sampleData
events
once you call the play()
method of the object.
The upOctave()
method returns a byte array of modified audio data
based on the source audio data. It returns audio that is one octave higher by
skipping over every other audio sample in the source data. The event handler for
the sampleData
event writes the returned byte array to the data
property of the outputSound
object. The data
byte array is
appended to the output audio data for the outputSound
object.
To test this example, add a test.mp3 file to the same directory as the SWF file.
var sourceSnd:Sound = new Sound(); var outputSnd:Sound = new Sound(); var urlReq:URLRequest = new URLRequest("test.mp3"); sourceSnd.load(urlReq); sourceSnd.addEventListener(Event.COMPLETE, loaded); function loaded(event:Event):void { outputSnd.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound); outputSnd.play(); } function processSound(event:SampleDataEvent):void { var bytes:ByteArray = new ByteArray(); sourceSnd.extract(bytes, 4096); event.data.writeBytes(upOctave(bytes)); } function upOctave(bytes:ByteArray):ByteArray { var returnBytes:ByteArray = new ByteArray(); bytes.position = 0; while(bytes.bytesAvailable > 0) { returnBytes.writeFloat(bytes.readFloat()); returnBytes.writeFloat(bytes.readFloat()); if (bytes.bytesAvailable > 0) { bytes.position += 8; } } return returnBytes; }
load | () | method |
public function load(stream:URLRequest, context:SoundLoaderContext = null):void
Language version: | ActionScript 3.0 |
Runtime version: |
Initiates loading of an external MP3 file from the specified URL. If you provide
a valid URLRequest object to the Sound constructor, the constructor calls
Sound.load()
for you. You only need to call Sound.load()
yourself if you
don't pass a valid URLRequest object to the Sound constructor or you pass a null
value.
Once load()
is called on a Sound object, you can't later load
a different sound file into that Sound object. To load a different sound file,
create a new Sound object.
When using this method, consider the following security model:
Sound.load()
is not allowed if the calling file is in the
local-with-file-system sandbox and the sound is in a network sandbox.allowNetworking
parameter of the object
and embed
tags in the HTML page that contains the SWF content.In Flash Player 10 and later, if you use a multipart Content-Type (for example "multipart/form-data") that contains an upload (indicated by a "filename" parameter in a "content-disposition" header within the POST body), the POST operation is subject to the security rules applied to uploads:
Also, for any multipart Content-Type, the syntax must be valid (according to the RFC2046 standards). If the syntax appears to be invalid, the POST operation is subject to the security rules applied to uploads.
In Adobe AIR, content in the application
security sandbox (content
installed with the AIR application) are not restricted by these security limitations.
For more information related to security, see the Flash Player Developer Center Topic: Security.
Parametersstream:URLRequest — A URL that points to an external MP3 file.
|
|
context:SoundLoaderContext (default = null ) — An optional SoundLoader context object, which can define the buffer time
(the minimum number of milliseconds of MP3 data to hold in the Sound object's
buffer) and can specify whether the application should check for a cross-domain
policy file prior to loading the sound.
|
Error — A network error caused the load to fail.
|
|
SecurityError — Local untrusted files may not communicate with
the Internet. You can work around this by reclassifying this file
as local-with-networking or trusted.
|
|
SecurityError — You cannot connect to commonly reserved ports.
For a complete list of blocked ports, see "Restricting Networking APIs" in the
ActionScript 3.0 Developer's Guide.
|
|
Error — The digest property of the stream object is not
null . You should only set the digest property of a URLRequest object
when calling the URLLoader.load() method when loading a SWZ file (an Adobe
platform component).
|
In the constructor a URLRequest
object is created to identify the location
of the sound file, which is a podcast from Adobe. The file is loaded in a try...catch
block in order to catch any error that may occur while loading the file. If an IO error
occurred, the errorHandler()
method also is invoked and the error message
is written in the text field intended for the progress report. While a load operation is in
progress, a ProgressEvent.PROGRESS
event is dispatched and the progressHandler()
method is called. Here, ProgressEvent.PROGRESS
event is used as a timer for
calculating the load progress.
The progressHandler()
method divides the bytesLoaded
value
passed with the ProgressEvent
object by the bytesTotal
value to
arrive at a percentage of the sound data that is being loaded. It then displays these values
in the text field. (Note that if the file is small, cached, or the file is in the local directory,
the progress may not be noticeable.)
package { import flash.display.Sprite; import flash.net.URLRequest; import flash.media.Sound; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.ProgressEvent; import flash.events.IOErrorEvent; public class Sound_loadExample extends Sprite { private var snd:Sound = new Sound(); private var statusTextField:TextField = new TextField(); public function Sound_loadExample(){ statusTextField.autoSize = TextFieldAutoSize.LEFT; var req:URLRequest = new URLRequest("http://av.adobe.com/podcast/csbu_dev_podcast_epi_2.mp3"); try { snd.load(req); snd.play(); } catch (err:Error) { trace(err.message); } snd.addEventListener(IOErrorEvent.IO_ERROR, errorHandler); snd.addEventListener(ProgressEvent.PROGRESS, progressHandler); this.addChild(statusTextField); } private function progressHandler(event:ProgressEvent):void { var loadTime:Number = event.bytesLoaded / event.bytesTotal; var LoadPercent:uint = Math.round(100 * loadTime); statusTextField.text = "Sound file's size in bytes: " + event.bytesTotal + "\n" + "Bytes being loaded: " + event.bytesLoaded + "\n" + "Percentage of sound file that is loaded " + LoadPercent + "%.\n"; } private function errorHandler(errorEvent:IOErrorEvent):void { statusTextField.text = "The sound could not be loaded: " + errorEvent.text; } } }
loadCompressedDataFromByteArray | () | method |
public function loadCompressedDataFromByteArray(bytes:ByteArray, bytesLength:uint):void
Language version: | ActionScript 3.0 |
Runtime version: | AIR 3 |
load MP3 sound data from a ByteArray object into a Sound object. The data will be read from the current ByteArray position and will leave the ByteArray position at the end of the specified bytes length once finished. If the MP3 sound data contains ID3 data ID3 events will be dispatched during this function call. This function will throw an exception if the ByteArray object does not contain enough data.
Parametersbytes:ByteArray |
|
bytesLength:uint |
loadPCMFromByteArray | () | method |
public function loadPCMFromByteArray(bytes:ByteArray, samples:uint, format:String = "float", stereo:Boolean = true, sampleRate:Number = 44100.0):void
Language version: | ActionScript 3.0 |
Runtime version: | AIR 3 |
Load PCM 32-bit floating point sound data from a ByteArray object into a Sound object. The data will be read from the current ByteArray position and will leave the ByteArray position at the end of the specified sample length multiplied by either 1 channel or 2 channels if the stereo flag is set once finished.
Starting with Flash Player 11.8, the amount of audio data that can be passed to this function is limited. For SWF versions >= 21, this function throws an exception if the amount of audio data passed into this function is more than 1800 seconds. That is, samples / sampleRate should be less than or equal to 1800. For swf versions < 21, the runtime fails silently if the amount of audio data passed in is more than 12000 seconds. This is provided only for backward compatibility.
This function throws an exception if the ByteArray object does not contain enough data.
Parametersbytes:ByteArray |
|
samples:uint |
|
format:String (default = "float ")
|
|
stereo:Boolean (default = true )
|
|
sampleRate:Number (default = 44100.0 )
|
play | () | method |
public function play(startTime:Number = 0, loops:int = 0, sndTransform:SoundTransform = null):SoundChannel
Language version: | ActionScript 3.0 |
Runtime version: |
Generates a new SoundChannel object to play back the sound. This method returns a SoundChannel object, which you access to stop the sound and to monitor volume. (To control the volume, panning, and balance, access the SoundTransform object assigned to the sound channel.)
ParametersstartTime:Number (default = 0 ) — The initial position in milliseconds at which playback should
start.
|
|
loops:int (default = 0 ) — Defines the number of times a sound loops back to the startTime value
before the sound channel stops playback.
|
|
sndTransform:SoundTransform (default = null ) — The initial SoundTransform object assigned to the sound channel.
|
SoundChannel —
A SoundChannel object, which you use to control the sound.
This method returns null if you have no sound card
or if you run out of available sound channels. The maximum number of
sound channels available at once is 32.
|
See also
The constructor calls the Sound.load()
method to start loading the sound data.
Next it calls the Sound.play()
method which will start playing the sound as soon
as enough data has loaded. The Sound.play()
method returns a SoundChannel object
that can be used to control the playback of the sound. The text field displays the instructions.
To make sure the content of where the user wants the sound to start, has already been loaded,
the bar
Sprite object is created and displayed after the file has finished loading.
An Event.COMPLETE
event is dispatched when the file is successfully loaded, which
triggers the completeHandler()
method. The completeHandler()
method
then creates the bar and adds it to the display list. (A sprite object is used instead of a shape
object to support interactivity.) When the user clicks on the bar, the clickHandler()
method is triggered.
In the clickHandler()
method, the position of x coordinate of the user's click,
event.localX
, is used to determine where the user wants the file to start.
Since the bar is 100 pixels and it starts at x coordinate 100 pixels, it is easy to determine
the percentage of the position. Also, since the file is loaded, the length
property of the sound file will have the length of the complete file in milliseconds.
Using the length of the sound file and the position in the line, a starting position
for the sound file is determined. After stopping the sound from playing, the sound file
restarts at the selected starting position, which is past as the startTime
parameter to the play()
method.
package { import flash.display.Sprite; import flash.display.Graphics; import flash.events.MouseEvent; import flash.media.Sound;; import flash.net.URLRequest; import flash.media.SoundChannel; import flash.events.ProgressEvent; import flash.events.Event; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.IOErrorEvent; public class Sound_playExample1 extends Sprite { private var snd:Sound = new Sound(); private var channel:SoundChannel = new SoundChannel(); private var infoTextField:TextField = new TextField(); public function Sound_playExample1() { var req:URLRequest = new URLRequest("MySound.mp3"); infoTextField.autoSize = TextFieldAutoSize.LEFT; infoTextField.text = "Please wait for the file to be loaded.\n" + "Then select from the bar to decide where the file should start."; snd.load(req); channel = snd.play(); snd.addEventListener(IOErrorEvent.IO_ERROR, errorHandler); snd.addEventListener(Event.COMPLETE, completeHandler); this.addChild(infoTextField); } private function completeHandler(event:Event):void { infoTextField.text = "File is ready."; var bar:Sprite = new Sprite(); bar.graphics.lineStyle(5, 0xFF0000); bar.graphics.moveTo(100, 100); bar.graphics.lineTo(200, 100); bar.addEventListener(MouseEvent.CLICK, clickHandler); this.addChild(bar); } private function clickHandler(event:MouseEvent):void { var position:uint = event.localX; var percent:uint = Math.round(position) - 100; var cue:uint = (percent / 100) * snd.length; channel.stop(); channel = snd.play(cue); } private function errorHandler(errorEvent:IOErrorEvent):void { infoTextField.text = "The sound could not be loaded: " + errorEvent.text; } } }
In the constructor, the sound is loaded and a simple rectangle button
sprite object
is created. (A sprite object is used instead of a shape object to support interactivity.)
Here, it is assumed that the sound file is in the same directory as the SWF file. (There
is no error handling code for this example.)
Two event listeners are set up to respond to single mouse clicks and double clicks.
If the user clicks once, the clickHandler()
method is invoked, which plays the sound.
If the user double clicks on the button, the doubleClickHandler()
method is invoked,
which will play the sound file twice. The second argument of the play()
method is set
to 1
, which means the sound will loop back once to the starting time of the
sound and play again. The starting time, first argument, is set to 0
, meaning
the file will play from the beginning.
package { import flash.display.Sprite; import flash.events.MouseEvent; import flash.media.Sound; import flash.net.URLRequest; public class Sound_playExample2 extends Sprite { private var button:Sprite = new Sprite(); private var snd:Sound = new Sound(); public function Sound_playExample2() { var req:URLRequest = new URLRequest("click.mp3"); snd.load(req); button.graphics.beginFill(0x00FF00); button.graphics.drawRect(10, 10, 50, 30); button.graphics.endFill(); button.addEventListener(MouseEvent.CLICK, clickHandler); button.addEventListener(MouseEvent.DOUBLE_CLICK, doubleClickHandler); this.addChild(button); } private function clickHandler(event:MouseEvent):void { snd.play(); } private function doubleClickHandler(event:MouseEvent):void { snd.play(0, 2); } } }
In the constructor, the file is loaded in a try...catch
block in order to catch
any error that may occur while loading the file. A listener is added to the sound object that
will respond to an IOErrorEvent
event by calling the errorHandler()
method.
Another listener is added for the main application that will respond to an Event.ENTER_FRAME
event, which is used as the timing mechanism for showing playback progress. Finally, a third listener
is added for the sound channel that will respond to an Event.SOUND_COMPLETE
event (when
the sound has finished playing), by calling the soundCompleteHandler()
method.
The soundCompleteHandler()
method also removes the event listener for the
Event.ENTER_FRAME
event.
The enterFrameHandler()
method divides the bytesLoaded
value
passed with the ProgressEvent
object by the bytesTotal
value to
arrive at a percentage of the sound data that is being loaded. The percentage of sound data that is
being played could be determined by dividing the value of sound channel's position
property
by the length of the sound data. However, if the sound data is not fully loaded, the length
property of the sound object shows only the size of the sound data that is currently loaded.
An estimate of the eventual size of the full sound file is calculated by dividing the value
of the current sound object's length
by the value of the bytesLoaded
property divided by the value of the bytesTotal
property.
Note that if the file is small, cached, or the file is in the local directory, the load progress
may not be noticeable. Also the lag time between when the sound data starts loading and the loaded
data starts playing is determined by the value of the SoundLoaderContext.buffertime
property, which is by default 1000 milliseconds and can be reset.
package { import flash.display.Sprite; import flash.net.URLRequest; import flash.media.Sound; import flash.media.SoundChannel; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.Event; import flash.events.IOErrorEvent; public class Sound_playExample3 extends Sprite { private var snd:Sound = new Sound(); private var channel:SoundChannel; private var statusTextField:TextField = new TextField(); public function Sound_playExample3(){ statusTextField.autoSize = TextFieldAutoSize.LEFT; var req:URLRequest = new URLRequest("http://av.adobe.com/podcast/csbu_dev_podcast_epi_2.mp3"); try { snd.load(req); channel = snd.play(); } catch (err:Error) { trace(err.message); } snd.addEventListener(IOErrorEvent.IO_ERROR, errorHandler); addEventListener(Event.ENTER_FRAME, enterFrameHandler); channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler); this.addChild(statusTextField); } private function enterFrameHandler(event:Event):void { var loadTime:Number = snd.bytesLoaded / snd.bytesTotal; var loadPercent:uint = Math.round(100 * loadTime); var estimatedLength:int = Math.ceil(snd.length / (loadTime)); var playbackPercent:uint = Math.round(100 * (channel.position / estimatedLength)); statusTextField.text = "Sound file's size is " + snd.bytesTotal + " bytes.\n" + "Bytes being loaded: " + snd.bytesLoaded + "\n" + "Percentage of sound file that is loaded " + loadPercent + "%.\n" + "Sound playback is " + playbackPercent + "% complete."; } private function errorHandler(errorEvent:IOErrorEvent):void { statusTextField.text = "The sound could not be loaded: " + errorEvent.text; } private function soundCompleteHandler(event:Event):void { statusTextField.text = "The sound has finished playing."; removeEventListener(Event.ENTER_FRAME, enterFrameHandler); } } }
complete | event |
flash.events.Event
flash.events.Event.COMPLETE
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched when data has loaded successfully.
The Event.COMPLETE
constant defines the value of the type
property of a complete
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The network object that has completed loading. |
See also
id3 | event |
flash.events.Event
flash.events.Event.ID3
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched by a Sound object when ID3 data is available for an MP3 sound.
The Event.ID3
constant defines the value of the type
property of an id3
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The Sound object loading the MP3 for which ID3 data is now available.
The target is not always the object in the display list
that registered the event listener. Use the currentTarget
property to access the object in the display list that is currently processing the event. |
See also
ioError | event |
flash.events.IOErrorEvent
flash.events.IOErrorEvent.IO_ERROR
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched when an input/output error occurs that causes a load operation to fail.
Defines the value of the type
property of an ioError
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
errorID | A reference number associated with the specific error (AIR only). |
target | The network object experiencing the input/output error. |
text | Text to be displayed as an error message. |
See also
open | event |
flash.events.Event
flash.events.Event.OPEN
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched when a load operation starts.
The Event.OPEN
constant defines the value of the type
property of an open
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The network object that has opened a connection. |
See also
progress | event |
flash.events.ProgressEvent
flash.events.ProgressEvent.PROGRESS
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched when data is received as a load operation progresses.
Defines the value of the type
property of a progress
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
bytesLoaded | The number of items or bytes loaded at the time the listener processes the event. |
bytesTotal | The total number of items or bytes that ultimately will be loaded if the loading process succeeds. |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object reporting progress. |
See also
sampleData | event |
flash.events.SampleDataEvent
flash.events.SampleDataEvent.SAMPLE_DATA
Language version: | ActionScript 3.0 |
Runtime version: | AIR 1.5 |
Dispatched when the runtime requests new audio data.
Defines the value of the type
property of a SampleDataEvent
event object.
This event has the following properties:
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
position | The point from which audio data is provided. |
var mySound:Sound = new Sound(); function sineWaveGenerator(event:SampleDataEvent):void { for ( var c:int=0; c<8192; c++ ) { event.data.writeFloat(Math.sin((Number(c+event.position)/Math.PI/2))*0.25); event.data.writeFloat(Math.sin((Number(c+event.position)/Math.PI/2))*0.25); } } mySound.addEventListener(SampleDataEvent.SAMPLE_DATA,sineWaveGenerator); mySound.play();
See also
package { import flash.display.Sprite; import flash.events.*; import flash.media.Sound; import flash.media.SoundChannel; import flash.net.URLRequest; public class SoundExample extends Sprite { private var url:String = "MySound.mp3"; private var song:SoundChannel; public function SoundExample() { var request:URLRequest = new URLRequest(url); var soundFactory:Sound = new Sound(); soundFactory.addEventListener(Event.COMPLETE, completeHandler); soundFactory.addEventListener(Event.ID3, id3Handler); soundFactory.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); soundFactory.addEventListener(ProgressEvent.PROGRESS, progressHandler); soundFactory.load(request); song = soundFactory.play(); } private function completeHandler(event:Event):void { trace("completeHandler: " + event); } private function id3Handler(event:Event):void { trace("id3Handler: " + event); } private function ioErrorHandler(event:Event):void { trace("ioErrorHandler: " + event); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler: " + event); } } }