Currently Being Moderated
Jan 23, 2009 6:49 AM
I have several flash swf's that are about 10 - 20 min. each.
I load these in a player that I have created as the user selects
them from a menu in the main swf (a swf player basically). I can
pause start and stop the swf's with no problem, but I can't seem to
get a handle on controlling the audio. I have the audio in the
loaded swf's timelines because I need to sync the audio with the
animation taking place in those swfs. I COULD, take the audio out
of the timeline (after syncing it), and then load it seperately,
but it would be much cleaner for me to just have it in the
timeline. I've resorted to the SoundMixer of the main swf to mute
and change the volume, but I can't get hold of the Sound(),
soundTransforms etc. of the loaded swf. To assign a play location
for the soundChannel I need to access the loaded swf's
Sound().Play() function, but I can't seem to do that. I have
exported the timeline audio in it's actionscript, supplied a name
(same as it's class name), and then tried to access it, but I can't
seem to do it (yes I wrap the loaded.content variable in a
MovieClip cast--that's how I can control the pause and play of the
animation).
Tutorials I have found only seem to work with sounds loaded
into variables, and none refer accessing timeline sounds in a
loaded swf.
Has anyone done this before?
Thanks for helping