Package | flash.media |
Class | public final class SoundChannel |
Inheritance | SoundChannel EventDispatcher Object |
Language version: | ActionScript 3.0 |
Runtime version: |
stop()
method,
properties for monitoring the amplitude (volume) of the channel, and a property for assigning a
SoundTransform object to the channel.
See also
Property | Defined by | ||
---|---|---|---|
constructor : Object
A reference to the class object or constructor function for a given object instance.
| Object | ||
leftPeak : Number
[read-only]
The current amplitude (volume) of the left channel, from 0 (silent) to 1 (full amplitude).
| SoundChannel | ||
position : Number
[read-only]
When the sound is playing, the
position property indicates in milliseconds the current point
that is being played in the sound file. | SoundChannel | ||
prototype : Object
[static]
A reference to the prototype object of a class or function object.
| Object | ||
rightPeak : Number
[read-only]
The current amplitude (volume) of the right channel, from 0 (silent) to 1 (full amplitude).
| SoundChannel | ||
soundTransform : SoundTransform
The SoundTransform object assigned to the sound channel.
| SoundChannel |
Method | Defined by | ||
---|---|---|---|
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 | ||
Dispatches an event into the event flow.
| EventDispatcher | ||
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 | ||
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 | ||
Stops the sound playing in the channel.
| SoundChannel | ||
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 | |||
[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive. | EventDispatcher | |||
Dispatched when a sound has finished playing. | SoundChannel |
leftPeak | property |
leftPeak:Number
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
The current amplitude (volume) of the left channel, from 0 (silent) to 1 (full amplitude).
Implementation public function get leftPeak():Number
position | property |
position:Number
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
When the sound is playing, the position
property indicates in milliseconds the current point
that is being played in the sound file. When the sound is stopped or paused, the
position
property indicates the last point that was played in the sound file.
A common use case is to save the value of the position
property when the
sound is stopped. You can resume the sound later by restarting it from that saved position.
If the sound is looped, position
is reset to 0 at the beginning of each loop.
public function get position():Number
rightPeak | property |
rightPeak:Number
[read-only]
Language version: | ActionScript 3.0 |
Runtime version: |
The current amplitude (volume) of the right channel, from 0 (silent) to 1 (full amplitude).
Implementation public function get rightPeak():Number
soundTransform | property |
soundTransform:SoundTransform
[read-write]
Language version: | ActionScript 3.0 |
Runtime version: |
The SoundTransform object assigned to the sound channel. A SoundTransform object includes properties for setting volume, panning, left speaker assignment, and right speaker assignment.
Implementation public function get soundTransform():SoundTransform
public function set soundTransform(value:SoundTransform):void
See also
stop | () | method |
public function stop():void
Language version: | ActionScript 3.0 |
Runtime version: |
Stops the sound playing in the channel.
In the constructor, the sound file is loaded. (This example assumes that the file is
in the same directory as the SWF file.) A text field is used as a button for the user
to play or pause the sound. When the user selects the button
text field, the clickHandler()
method is invoked.
In the clickHandler()
method, the first time the user selects
the text field, the sound is set to play and is assigned to a sound channel. Next, when
the user selects the text field to pause, the sound stops playing. The sound channel's
position
property records the position of the sound at the
time it was stopped. This property is used to resume the sound starting at that position, after
the user selects the text field to start playing again. Each time the
Sound.play()
method is called, a new SoundChannel object is created and
assigned to the channel
variable. The Sound object must be
assigned to a SoundChannel object in order to use the sound channel's
stop()
method to pause the sound.
package { import flash.display.Sprite; import flash.media.Sound; import flash.media.SoundChannel; import flash.net.URLLoader; import flash.net.URLRequest; import flash.text.TextField; import flash.events.MouseEvent; import flash.text.TextFieldAutoSize; public class SoundChannel_stopExample extends Sprite { private var snd:Sound = new Sound(); private var channel:SoundChannel = new SoundChannel(); private var button:TextField = new TextField(); public function SoundChannel_stopExample() { var req:URLRequest = new URLRequest("MySound.mp3"); snd.load(req); button.x = 10; button.y = 10; button.text = "PLAY"; button.border = true; button.background = true; button.selectable = false; button.autoSize = TextFieldAutoSize.CENTER; button.addEventListener(MouseEvent.CLICK, clickHandler); this.addChild(button); } private function clickHandler(e:MouseEvent):void { var pausePosition:int = channel.position; if(button.text == "PLAY") { channel = snd.play(pausePosition); button.text = "PAUSE"; } else { channel.stop(); button.text = "PLAY"; } } } }
soundComplete | event |
flash.events.Event
flash.events.Event.SOUND_COMPLETE
Language version: | ActionScript 3.0 |
Runtime version: |
Dispatched when a sound has finished playing.
The Event.SOUND_COMPLETE
constant defines the value of the type
property of a soundComplete
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 SoundChannel object in which a sound has finished playing. |
In the constructor, a text field is defined that holds the song list
and a line for the selection to play. (Usually, buttons are
used for play and list boxes for a song list.) A text format object is
defined that changes the format of the song lines to italic after they are
selected. When a user selects the text field, the clickHandler()
method is invoked.
In the clickHandler()
method, the getLineIndexAtPoint()
method of the text field object returns the index of the line that the user selected. Using
the line index, the getLineText()
method gets the content of the text.
The if statement checks whether the user selected to play a song or add a song to the
play list. If a user selected to play and a song has been selected, then the event
listener for mouse click is removed and the playNext()
method is called to
begin playing the songs. If the user selected a song title, the content of the
line is added to the songList
array and the format of the line is set to italic.
The playNext()
method iterates through the array list to load
and play each song. The song is also assigned to a sound channel. An event listener
for the sound channel is added to respond when the song finishes playing and the
Event.SOUND_COMPLETE
event is dispatched. The soundCompleteHandler()
method then invokes the playNext()
method to play the next song. This process
continues until all the songs listed in the array finish playing.
package { import flash.display.Sprite; import flash.media.Sound; import flash.media.SoundChannel; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.events.MouseEvent; import flash.text.TextFormat; import flash.net.URLRequest; import flash.events.Event; import flash.events.IOErrorEvent; public class SoundChannel_event_soundCompleteExample extends Sprite { private var channel:SoundChannel = new SoundChannel(); private var songList:Array = new Array(); private var listTextField:TextField = new TextField(); private var songFormat:TextFormat = new TextFormat(); private var arrayIndex:int = 0; private var songSelected:Boolean = false; public function SoundChannel_event_soundCompleteExample() { listTextField.autoSize = TextFieldAutoSize.LEFT; listTextField.border = true listTextField.background = true; listTextField.text = "Song1.mp3\n" + "Song2.mp3\n" + "Song3.mp3\n" + "Song4.mp3\n" + "PLAY"; songFormat.italic = true; listTextField.addEventListener(MouseEvent.CLICK, clickHandler); addChild(listTextField); } private function clickHandler(e:MouseEvent):void { var index:int = listTextField.getLineIndexAtPoint(e.localX, e.localY); var line:String = listTextField.getLineText(index); var firstIndex:uint = listTextField.getLineOffset(index); var playLine:uint = listTextField.numLines - 1; if((index == playLine) && (songSelected == true)) { listTextField.removeEventListener(MouseEvent.CLICK, clickHandler); playNext(); } else if (index != playLine) { songList.push(line.substr(0, (line.length - 1))); listTextField.setTextFormat(songFormat, firstIndex, (firstIndex + listTextField.getLineLength(index))); songSelected = true; } } private function playNext():void { if(arrayIndex < songList.length) { var snd:Sound = new Sound(); snd.load(new URLRequest(songList[arrayIndex])); channel = snd.play(); channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler); arrayIndex++; } else { songSelected = false; while(arrayIndex > 0) { songList.pop(); arrayIndex--; } } } private function soundCompleteHandler(e:Event):void { playNext(); } private function errorHandler(errorEvent:IOErrorEvent):void { trace(errorEvent.text); } } }
package { import flash.display.Sprite; import flash.events.*; import flash.media.Sound; import flash.media.SoundChannel; import flash.net.URLRequest; import flash.utils.Timer; public class SoundChannelExample extends Sprite { private var url:String = "MySound.mp3"; private var soundFactory:Sound; private var channel:SoundChannel; private var positionTimer:Timer; public function SoundChannelExample() { var request:URLRequest = new URLRequest(url); soundFactory = 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); channel = soundFactory.play(); channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler); positionTimer = new Timer(50); positionTimer.addEventListener(TimerEvent.TIMER, positionTimerHandler); positionTimer.start(); } private function positionTimerHandler(event:TimerEvent):void { trace("positionTimerHandler: " + channel.position.toFixed(2)); } 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); positionTimer.stop(); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler: " + event); } private function soundCompleteHandler(event:Event):void { trace("soundCompleteHandler: " + event); positionTimer.stop(); } } }