About the actionscript 2.0 onsoundcomplete event – Adobe Flash Professional CS3 User Manual

Page 306

Advertising
background image

FLASH CS3

User Guide

300

Accessing ID3 properties in mp3 files with Flash Player

Macromedia Flash Player 7 from Adobe and later supports ID3 v2.4 and v2.4 tags. With this version, when you load
an mp3 sound using the ActionScript 2.0

attachSound()

or

loadSound()

method, the ID3 tag properties are

available at the beginning of the sound data stream. The onID3 event executes when the ID3 data is initialized.

Flash Player 6 (6.0.40.0) and later supports mp3 files with ID3 v1.0 and v1.1 tags. With ID3 v1.0 and v1.1 tags, the
properties are available at the end of the data stream. If a sound does not contain an ID3v1 tag, the ID3 properties
are undefined. Users must have Flash Player 6 (6.0.40.0) or later for the ID3 properties to function.

For more information on using the ID3 properties, see

id3

(

Sound.id3

property) in the ActionScript 2.0 Language

Reference.

About the ActionScript 2.0 onSoundComplete event

The

onSoundComplete

event of the ActionScript 2.0 Sound object lets you trigger an event in a Flash application

based on completing an attached sound file. The Sound object is a built-in object that lets you control sounds in a
Flash application. For more information, see Sound in the ActionScript 2.0 Language Reference. The

onSoundCom-

plete

event of a Sound object is invoked automatically when the attached sound file finishes playing. If the sound

is looped a specified number of times, the event is triggered when the sound finishes looping.

The Sound object has two properties that you can use with the

onSoundComplete

event. The

duration

property is

a read-only property representing the duration, in milliseconds, of the sound sample attached to the sound object.
The

position

property is a read-only property representing the number of milliseconds the sound has been playing

in each loop.

The

onSoundComplete

event lets you manipulate sounds in a many ways, such as the following:

Creating a dynamic playlist or sequencer

Creating a multimedia presentation that checks for narration completion before advancing to the next frame or scene

Building a game that synchronizes sounds to particular events or scenes and transitions smoothly between
different sounds

Timing an image change to a sound—for example, changing an image when a sound is halfway through at
playback time

Advertising