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Displaying sound position


From:

ActionScript 3.0 in Flash Professional CS5 Essential Training

with Todd Perkins

Video: Displaying sound position

Most audio players you see provide some feedback about the playback progress of a song. Let's take a look at how to add that functionality to our app. Scroll down to the clickedPlay function. At the bottom of that function, type addEventListener, with a capital E, capital L, and in the parentheses listen for Event.ENTER_FRAME, in all caps. After that, type a comma and a space, and then we will run a function called trackPlayback, capital P. Remember that when you listen for the ENTER_FRAME event, Flash runs that code multiple times per second.
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  1. 3m 22s
    1. Welcome
      1m 23s
    2. Using the exercise files
      1m 17s
    3. Using the function keys
      42s
  2. 23m 38s
    1. Adjusting preferences for ActionScript fonts, colors, and formatting
      3m 25s
    2. Changing Flash Player and ActionScript versions in the Publish settings
      1m 35s
    3. Reading and solving errors through the Compiler Errors window
      2m 49s
    4. Using the Actions panel buttons to add and remove comments
      2m 33s
    5. Using the Actions panel to format code
      1m 49s
    6. Using the Actions panel Toolbox
      2m 4s
    7. Seldom-used but helpful functions of the Actions panel
      3m 14s
    8. Understanding code hinting
      2m 3s
    9. Reviewing the Code Snippets panel
      3m 7s
    10. Using help
      59s
  3. 45m 50s
    1. Understanding how ActionScript 3.0 code is processed in the Flash Player
      3m 22s
    2. Understanding variables
      4m 56s
    3. Understanding functions
      9m 1s
    4. Understanding events and event listeners
      5m 47s
    5. Working with conditional statements
      9m 49s
    6. Creating arrays and vectors
      6m 50s
    7. Using the For command to create a loop
      6m 5s
  4. 49m 9s
    1. Reviewing the display list
      3m 0s
    2. Understanding instances referenced through ActionScript
      2m 27s
    3. Using dot syntax to modify properties in an instance
      3m 25s
    4. Placing objects at the center of the stage
      4m 2s
    5. Placing objects at the edges of the stage
      5m 53s
    6. Using the methods of an instance
      3m 44s
    7. Accessing the parents, children, and grandchildren of objects
      5m 50s
    8. Creating instances from Library movie clips using ActionScript
      4m 23s
    9. Adding objects to the stage and changing parents with the addChild method
      5m 45s
    10. Removing objects from the stage with the removeChild method
      4m 17s
    11. Using the numChildren property to loop through a container's child objects
      3m 17s
    12. Using the getChildByName method
      3m 6s
  5. 56m 20s
    1. Understanding timelines
      4m 15s
    2. Using common timeline navigation methods
      5m 34s
    3. Using the currentFrame and totalFrames properties
      8m 2s
    4. Controlling the timeline of an instance
      6m 41s
    5. Detecting and navigating frame labels with ActionScript
      7m 57s
    6. Solving problems when timelines and ActionScript animation collide
      4m 16s
    7. Condensing a multi-frame timeline into one frame
      8m 33s
    8. Creating a simple slide presentation app in the timeline
      7m 51s
    9. Using one event handler with multiple buttons
      3m 11s
  6. 36m 5s
    1. Creating a class using Flash templates
      4m 43s
    2. Setting a document class
      6m 51s
    3. Preparing a class to be connected to a symbol
      4m 31s
    4. Using the Symbol Properties menu to connect a symbol to a class
      4m 55s
    5. Resolving problems with instances in a linked class
      7m 53s
    6. Understanding packages
      3m 17s
    7. Working with ActionScript source paths
      3m 55s
  7. 44m 32s
    1. Viewing the finished game
      51s
    2. Viewing the FLA file
      2m 9s
    3. Creating the DragDrop and Map classes
      2m 51s
    4. Linking the draggable class to Library symbols
      2m 47s
    5. Adding drag-and-drop functionality
      3m 38s
    6. Saving and resetting an object's position
      3m 33s
    7. Giving a target drop object to the draggable objects
      13m 16s
    8. Showing a Win screen
      7m 3s
    9. Resetting the game
      8m 24s
  8. 29m 6s
    1. Loading bitmap images from the Library
      4m 6s
    2. Loading bitmap images from external files
      5m 22s
    3. Adding mouse functionality to bitmap images
      3m 31s
    4. Using a loop to load multiple images
      6m 14s
    5. Creating a simple slideshow
      8m 37s
    6. Using Flash Player 10 color management
      1m 16s
  9. 27m 13s
    1. Loading an external SWF
      4m 14s
    2. Running ActionScript code in an external SWF from its parent
      5m 30s
    3. Running parent code in a child SWF
      5m 7s
    4. Creating a timeline-based preloader to load an external SWF file
      5m 3s
    5. Displaying playback progress of a loaded SWF file
      7m 19s
  10. 40m 10s
    1. Creating plain text files
      2m 8s
    2. Loading text from an external text file
      6m 26s
    3. Loading multiple text files
      6m 43s
    4. Rendering simple HTML in a text field
      5m 51s
    5. Creating a scroll bar for a text field
      5m 29s
    6. Scrolling a text field
      4m 59s
    7. Scrolling movie clips and other objects using masks
      5m 42s
    8. Modifying TLF text properties through ActionScript
      2m 52s
  11. 23m 40s
    1. Reviewing XML and E4X syntax
      3m 29s
    2. Loading an XML file
      3m 26s
    3. Using dot syntax to access XML data
      4m 2s
    4. Using XML data to populate a DataGrid component
      7m 4s
    5. Using XML data to load image files
      5m 39s
  12. 23m 33s
    1. Loading audio from the Library
      1m 41s
    2. Loading audio from external files
      3m 41s
    3. Playing, pausing, and stopping sounds
      5m 39s
    4. Muting all audio with the SoundMixer.stopAll method
      1m 28s
    5. Tracking load progress
      2m 38s
    6. Displaying sound position
      5m 5s
    7. Adjusting volume
      3m 21s
  13. 19m 54s
    1. Touring the FLA file
      5m 57s
    2. Controlling video playing and pausing with ActionScript
      1m 56s
    3. Working with ActionScript cue points to add closed captioning
      3m 35s
    4. Displaying video playback position
      3m 44s
    5. Adjusting video volume
      4m 42s
  14. 5m 32s
    1. Using new code snippets for AIR and mobile
      1m 13s
    2. Viewing the new code snippets HUD
      1m 17s
    3. Loading assets with the new ProLoader class
      1m 8s
    4. Understanding Flash Player premium features
      1m 54s
  15. 16s
    1. Goodbye
      16s

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Watch the Online Video Course ActionScript 3.0 in Flash Professional CS5 Essential Training
7h 8m Beginner Oct 21, 2010 Updated May 23, 2012

Viewers: in countries Watching now:

In ActionScript 3.0 in Flash Professional CS5 Essential Training, Todd Perkins shows Flash designers how to incorporate ActionScript code into their projects and create interactive presentations and applications. The course includes a review of ActionScript language basics and the object-oriented programming (OOP) methodology, a tour of those Flash Professional CS5 features designed for developers, such as code hinting and the Code Snippets panel, and instructions on interacting with objects in the Library and placing code on the Timeline. Exercise files are included with the course.

Topics include:
  • Understanding the building blocks of ActionScript
  • Working with the display list
  • Using dot syntax
  • Navigating the Timeline
  • Creating document classes
  • Linking classes to Library objects
  • Adding drag/drop functionality to objects
  • Creating a slide show
  • Loading and running code in an external SWF
  • Working with text
  • Accessing XML data
  • Playing audio and video with ActionScript
Subjects:
Developer Web
Software:
ActionScript Flash Professional
Author:
Todd Perkins

Displaying sound position

Most audio players you see provide some feedback about the playback progress of a song. Let's take a look at how to add that functionality to our app. Scroll down to the clickedPlay function. At the bottom of that function, type addEventListener, with a capital E, capital L, and in the parentheses listen for Event.ENTER_FRAME, in all caps. After that, type a comma and a space, and then we will run a function called trackPlayback, capital P. Remember that when you listen for the ENTER_FRAME event, Flash runs that code multiple times per second.

So if possible, you want to disable that code when you are not going to need it. So let's copy this line of code, select it, Command+C or Ctrl+C to copy, and then at the bottom of clickedPause, we will paste that code and change add to remove. That way when the sound is not playing, we won't be listening for the ENTER_FRAME event. So now we will define the trackPlayback function. Scroll to the bottom of your code and create the trackPlayback function. Make sure the playback has a capital P. You will receive an event object with the datatype of Event, with a capital E, colon void for no return data.

Then in the curly braces, we will write the code to display playback progress. The first task is to get the percentage that has been played. So create a variable called perPlayed, with a capital P, datatype it to a number, and set it equal to the current position of the song divided by the total duration of the song. So to get the position, you go through the SoundChannel class, and our SoundChannel instance is called songController, capital C. After that, type a dot, and then type position. So we will divide that by song.length.

So you get the length of the song through the sound class, and our instance of the Sound class is named song, and you get the position of the song through the SoundChannel class, and our instance is called songController. So that will give us the percentage that has been played. Now, we are going to position the slider based on that percentage. Let's type slider.x, space, equals, space. Now, we know we are going to multiply the percent played by something. So just type perPlayed, with a capital P, space, asterisk, and a space. Now, the way we want to multiply it is so that when perPlayed is equal to 0, then the slider is all the way at the left edge of the bar, and that when it's equal to 1, which is when the whole song has been played, the slider goes all the way to the right edge of the bar.

So here, I'll write some parentheses, and then type bar.width - slider.width. Remember, we always subtract the width of the object for this reason. I close the Actions panel and reveal the slider. If I had it equal to bar.width, then the maximum position would be right here at the edge of the bar. But since I am setting it equal to bar.width - slider.width, the right edge of the slider will be aligned with the right edge of the bar at the end.

Now, we need to take this whole value right here that we are going to have, and we need to offset, that because if we don't, the playback progress will look a little bit weird. Just to see an example, type a semicolon at the end of this line and test the movie. Click the Play button, and then watch the slider,. (Music playing.) Notice that it starts at the left edge of the stage; watch where it ends. (Music playing.) There is a little empty space after the end of the song, which is why it's still moving.

So we have a little bit of space. It looks like this has shifted to the left a little bit. Let's take a look at why that's happening. The reason why is because we are just multiplying percentage played by the width of the bar. We are not offsetting the position by the X position of the bar. So if we offset the position by adding a value at the very end, so we'll add on bar.x, then we'll shift that whole movement to the right and the amount of the X position of the bar, so that when percentage played is 0, and 0 times whatever this value is is going to be 0, then the 0 position of the slider is going to be aligned with the left side of the bar.

Let's test the movie, preview the animation. Click the Play button, and watch the slider. (Music playing.) So the slider goes all the way to the end and then stops. So to provide playback progress, you'll have to write the custom code yourself by adding an ENTER_FRAME EventListener.

Inside the ENTER_FRAME event, you can get the percentage played through the SoundChannel's position property and the SoundClass's length property.

Find answers to the most frequently asked questions about ActionScript 3.0 in Flash Professional CS5 Essential Training .


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Q: Will the exercise files for this course work with Flash CS6?
A: Yes, the code should work fine. The language has not changed since CS5.
 
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