所以我有一个soundHandler类,它应该播放声音,然后在声音播放完毕后指向时间轴上的某个功能。但不知何故,当我尝试时,只有一个声音播放。 编辑:声音播放后,即使我设置了应该执行某些操作的EventHandler,也没有任何反应。 这是代码:
import mx.events.EventDispatcher;
class soundHandler {
private var dispatchEvent:Function;
public var addEventListener:Function;
public var removeEventListener:Function;
var soundToPlay;
var soundpath:String;
var soundtype:String;
var prefix:String;
var mcname:String;
public function soundHandler(soundpath:String, prefix:String, soundtype:String, mcname:String) {
EventDispatcher.initialize(this);
_root.createEmptyMovieClip(mcname, 1);
this.soundpath = soundpath;
this.soundtype = soundtype;
this.prefix = prefix;
this.mcname = mcname;
}
function playSound(file, callbackfunc) {
_root.soundToPlay = new Sound(_root.mcname);
_global.soundCallbackfunc = callbackfunc;
_root.soundToPlay.onLoad = function(success:Boolean) {
if (success) {
_root.soundToPlay.start();
}
};
_root.soundToPlay.onSoundComplete = function():Void {
trace("Sound Complete: "+this.soundtype+this.prefix+this.file+".mp3");
trace(arguments.caller);
dispatchEvent({type:_global.soundCallbackfunc});
trace(this.toString());
trace(this.callbackfunction);
};
_root.soundToPlay.loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true);
_root.soundToPlay.stop();
}
}
这是.fla文件中的代码:
var playSounds:soundHandler = new soundHandler("signup", "su", "s", "mcs1");
var file = "000";
playSounds.addEventListener("sixtyseconds", this);
playSounds.addEventListener("transition", this);
function sixtyseconds() {
trace("I am being called! Sixtyseconds");
var phase = 1;
var file = random(6);
if (file == 0) {
file = 1;
}
if (file<10) {
file = "0"+file;
}
file = phase+file;
playSounds.playSound(file, "transition");
}
function transition() {
trace("this works");
}
playSounds.playSound(file, "sixtyseconds");
我完全失去了这个。一直在浪费时间去弄明白。 任何帮助都将深表感谢。
答案 0 :(得分:0)
好吧,在使用Delegate类之后,我使用了这段代码:
import mx.events.EventDispatcher;
import mx.utils.Delegate;
class soundHandler{
public var addEventListener:Function;
public var removeEventListener:Function;
private var dispatchEvent:Function;
private var soundToPlay;
private var soundpath:String;
private var soundtype:String;
private var prefix:String;
private var mcname:String;
public function soundHandler(soundpath:String, prefix:String, soundtype:String, mcname:String) {
EventDispatcher.initialize(this);
_root.createEmptyMovieClip(mcname, 1);
this.soundpath = soundpath;
this.soundtype = soundtype;
this.prefix = prefix;
this.mcname = mcname;
}
private function playSoundCallback(file, callbackfunc) {
var soundname = "s"+file;
_root[soundname] = new Sound(_parent.mcname);
_root[soundname].onLoad = function(success:Boolean) {
if (success) {
_root[soundname].start();
}
};
trace("Play Sound: "+file+".mp3; Function To Call: "+callbackfunc);
_root[soundname].onSoundComplete = Delegate.create(this,function():Void {
trace("Sound Complete: "+this.soundtype+this.prefix+this.file+".mp3");
dispatchEvent({type:callbackfunc});
});
_root[soundname].loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true);
_root[soundname].stop();
}
private function playRandomSoundCallback(phase, scope, callbackfunc) {
var file = random(scope);
if (file == 0) {
file = 1;
}
if (file<10) {
file = "0"+file;
}
file = phase+file;
playSoundCallback(file, callbackfunc);
}
private function playSound(file) {
var soundname = "s"+file;
_root[soundname] = new Sound(_root.mcname);
_root[soundname].onLoad = function(success:Boolean) {
if (success) {
_root[soundname].start();
}
};
trace("Play Sound: "+file+".mp3");
_root[soundname].loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true);
_root[soundname].stop();
}
private function playSoundRandom(phase, scope) {
var file = random(scope);
if (file == 0) {
file = 1;
}
if (file<10) {
file = "0"+file;
}
file = phase+file;
playSound(file);
}
private function playSoundAS(identifier) {
var soundname = identifier;
_root[soundname] = new Sound(_root.mcname);;
trace("Play Sound AS: "+identifier+".mp3");
_root[soundname].attachSound("identifier");
_root[soundname].start();
}
}