How to prevent the sounds of the timeline in external swf files to play during the loading?

I'm having a problem with the sounds of the external timeline in the swf files play while charging in a main swf file. Can someone help me?

Here is a part of the main code of the swf. I hope I got enough.

Thank you.

import flash.events.MouseEvent;

import flash.display.MovieClip;

import flash.display.Loader;

to import flash.events.ProgressEvent;

import flash.events.Event;

import flash.net.URLRequest;

Import fl.events.SliderEvent;

import flash.media.SoundTransform;

preloader_mc.fill_mc. ScaleX = 0;

var swfA:Array = ["part1.swf", "part2.swf"];

var frameA:Array = [];

var currentLoader:Loader;

var swfTotalFrames:int;

var tl:MovieClip =;

var st:SoundTransform = new SoundTransform()

var int index = 0;

loadNextF();

play_slider. Enabled = false;

function loadNextF (): void {}

TL ["loader_" + index] = new Loader();

TL ["loader_" + index] .name = index.toString ();

TL ["loader_" + index].contentLoaderInfo.addEventListener (ProgressEvent.Progress, progressF);

TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.Complete, completeF);

TL ["loader_" + index] .load (new URLRequest (swfA [index]));

}

function progressF(e:ProgressEvent):void {}

var fractionLoaded:Number = index/swfA.length+e.bytesLoaded/(e.bytesTotal*swfA.length);

preloader_mc.fill_mc. ScaleX = fractionLoaded;

preloader_mc. TF. Text = (100 * fractionLoaded) + "% Loaded";

}

function completeF(e:Event):void {}

TL ["loader_" + index].contentLoaderInfo.removeEventListener (ProgressEvent.PROGRESS, progress F);

TL ["loader_" + index].contentLoaderInfo.RemoveEventListener (Event.Complete, completeF);

SoundMixer.stopAll ();

var mc:MovieClip = MovieClip (tl ["loader_" + index] content);

mc.gotoAndStop (1);

frameA.push (mc.totalFrames);

index ++;

if(index<swfA.Length) {}

loadNextF();

} else {}

/ / full of all charges.  start playing.

restart_mc.buttonMode = true;

restart_mc.Alpha = 1;

tl.addEventListener (Event.ENTER_FRAME, playUpdateF);

tl.removeChild (preloader_mc);

preloader_mc = null;

play_slider.enabled = true;

playpause_mc.Alpha = 1;

currentLoader = tl ["loader_0"];

tl.addChild (currentLoader);

MovieClip (currentLoader.content) .play ();

sliderParamsF();

}

}

I have about 70 sounds in my two external SWF. What I need to stop all of them?

//---

more than likely, Yes. I guess it depends on how you have 70 put sounds up in your external swf file... I mean:

you have 70 movieclips appointed on the external swf stage with a distinct sound in each of them? and each have a stop() action in the first picture?

or

you say your external swf to go to a certain image tag that plays a sound on the timeline to this label?

or

are your 70 sounds created dynamically with code and told. start()?

//---

Keep in mind, a swf loading will start to play even before it is fully charged. So instead of when it is fully charged, try stop the loaded swf with a listener for 'init', i.e. when the swf file loaded passes its first image:

function loadNextF (): void {}

TL ["loader_" + index] = new Loader();

TL ["loader_" + index] .name = index.toString ();

. contentLoaderInfo.addEventListener TL ["loader_" + index] (ProgressEvent. COURSES, progressF);

TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.COMPLETE, completeF);

TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.INIT, initF);

TL ["loader_" + index] .load (new URLRequest (swfA [index]));

}

function initF(e:Event):void {}

SoundMixer.stopAll ();

var mc:MovieClip = MovieClip (tl ["loader_" + index] content);

mc.gotoAndStop (1);

}

Tags: Adobe Animate

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