Fade in - fade out of the loop of bg
Hello world!I do a button / stop a single game - stops a loop of bg.
It's the chronology AS:
setVolumen = function (soundObj, startLevel, maxLevel, Inc.) {}
soundObj.setVolume (startLevel);
this.createEmptyMovieClip ("loopSound", this.getNextHighestDepth ());
startLevel < maxLevel? flight = Inc.: flight = - inc;
this.loopSound.onEnterFrame = function() {}
startLevel += flight;
soundObj.setVolume (startLevel);
If (soundObj.getVolume () == maxLevel) {}
delete loopSound.onEnterFrame;
}
};
};
musica_ambiente = new Sound (this);
musica_ambiente.attachSound ("ambience");
musica_ambiente.setVolume (0);
musica_ambiente. Start (0, 9999);
setVolumen (musica_ambiente, 0, 50, 0.5);
and these are the ACEs to control:
OFF:
setVolumen (musica_ambiente, musica_ambiente.getVolume (), 0, 0.5);
on:
setVolumen (musica_ambiente, musica_ambiente.getVolume (), 10, 0.5);
I don't know, I made 2 buttons and put'em inside one movieclip (the one in the first picture) and the other in the second and added'em the previous ACE with gotoAndStop (1); and gotoAndStop (2); but it does not work...
can someone help me make it work?
Thank you very much in advance!
Cheers!
gdmt wrote:
> thanx 4 reply!
> Yes, I know urami_...
> I tried absolute and relative target paths...
> but... nothing...
Because that function is located on the _parent, and the musica_ambiente object sits on the _parent
you will need to use several _parent prefix in the path.
_parent.setVolumen (_parent.musica_ambiente, _parent.musica_ambiente.getVolume (), 100, 0.5);
However, you can create a feature on the parent who makes the complete call:
function fadeOutAmbiente() {setVolumen (musica_ambiente, musica_ambiente.getVolume (), 0, 0.5) ;}}
and then you just call that since the movieclip: _parent.fadeOutAmbiente ();
If you have several different sound objects on the same scope you want to fade out of
different fields of application, you can go further and make a function like this:
function fadeOut (soundName) {setVolumen (this [soundName], this [soundName] .getVolume (), 0, 0.5) ;}}
and then you call: _parent.fadeOut ("musica_ambiente");
In any case, I did a few changes to your original code to avoid multiple references _parent:
setVolumen = function (soundName, maxLevel, Inc.) {}
var soundObj = this [soundName]
startLevel = soundObj.getVolume ();
If (startLevel == maxLevel) return; Give up if no change is necessary
Inc = Math.ABS (inc) * (startLevel
If (this.loopSound) this.loopSound.removeMovieClip (); Kill the old tween volume
var mc = this.createEmptyMovieClip ("loopSound", this.getNextHighestDepth ()); Create movieclip temp
mc.onEnterFrame = function() {}
soundObj.setVolume(startLevel += inc);
If (soundObj.getVolume () == maxLevel) {}
delete loopSound.onEnterFrame;
this.removeMovieClip (); Kill the temp movieclip
}
};
};
musica_ambiente = new Sound (this);
musica_ambiente.attachSound ("ambience");
musica_ambiente.setVolume (0);
musica_ambiente. Start (0, 9999);
setVolumen ("musica_ambiente", 100, 0.5);
///////////////
Fade Out
on (release) {}
_parent.setVolumen ("musica_ambiente", 0, 0.5);
}
Fade In
on (release) {}
_parent.setVolumen ("musica_ambiente", 100, 0.5);
}
NOTE!
He must now also melted even though you click another fade is underway
because he has killed the old one before creating the new.
--
Best regards
Urami
--
!!!!!!! Merry Christmas!
&
Happy new year
If you want to send me a message - DO NOT LAUGH at MY ADDRESS
Tags: Adobe Animate
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