create different layers for the different sounds. in one layer have your sound's sync start in your over frame and stop in down frame.
in the other layer, have your sound's sync set to start. in your both up frames, have your sounds' sync set to stop.
It is hard to understand what you were trying to explain, but I think I got it and I could not get
it to work. It played the oveer sound anyway.
here's a sample with one sound in the over frame that shows you how to control that one sound. do the same for your down frame sound:
I appreciate the help. But the example file only has one sound on one layer. When I try to follow the example for two sounds on two layers, the over sound still plays again on the down action, even thoug it is not on the down timeline.
Can you perhaps set that up in an example and let me see it?
Thanks for trying. Did you notice that in the example file you supplied, the OVER sound plays again after the mouse DOWN sound plays? That is what I am talking about. Yes, I know the mouse is still OVER the button, but it should not play AGAIN after the down button is pressed. My button is for navigation. I just want some audio feedback, not an interlude.
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then change the code so onRelease you gotoAndStop(1).
Personally, I don't know why the built-in buttons' sound functionality works the way it does. Seems odd.
I am new to Actionscritp 3, but it seems I have to use it. This worked for me, in case any other Flash CS4 users have the same problem.
1.) import sound files to the stage (puts it in the library)
2.) right click and export to Actionscript to create classes of the sound files. (mine were named overSound and swooshSound)
3.) give your button an instance name (mine was btn)
3.) in actions panel frame 1 add:
var sndOver:overSound = new overSound();
var sndDown:swooshSound = new swooshSound();