sound help AS3

Hey people,

I'm a guy more old as2, switch to full as3. Now, I want to do everything I can in as3. My final hurdle is healthy. I can get sound to play, but I can't add a delay to the sound. So, when I picked up the item to drag, it lifts and I delay using a Tween Oregon to make it appear more life like. I would like to delay the sound piece for the duration of the item down. I have attached the section of the code. Any ideas would be great. I know that I could add sound space for the mp3 itself but as part of my project that would be crazy.

var I: Object;

function grabMe(e:MouseEvent):void {}

= me e.currentTarget;

me.removeEventListener (MouseEvent.MOUSE_DOWN, grabMe);

me.startDrag ();

e.target.parent.addChild (e.target)

var tweeny:Tween = new Tween (me, "y", Regular.easeIn, me.y, me there - 75,.04, true);

var scaley: Tween = new Tween (me, "scaleY", Regular.easeIn, me.scaleY, 1.3,.09, true);

var scalex:Tween = new Tween (me, "scaleX", Regular.easeIn, me.scaleX, 1.3,.09, true);

var my_shadow:DropShadowFilter = new DropShadowFilter();

my_shadow.color = 0x000000;

my_shadow.blurY = 3;

my_shadow.blurX = 3;

my_shadow.angle = 90;

my_shadow.alpha =. 2;

my_shadow.quality = 15;

my_shadow.distance = 75;

var filtersArray:Array = new Array (my_shadow);

me.filters = filtersArray;

stage.addEventListener (MouseEvent.MOUSE_MOVE, Drachma);

stage.addEventListener (MouseEvent.MOUSE_UP, dropMe);

}

function dropMe(e:MouseEvent):void {}

stage.removeEventListener (MouseEvent.MOUSE_UP, dropMe);

stage.removeEventListener (MouseEvent.MOUSE_MOVE, Drachma);

me.stopDrag ();

me .filters = undefined;

var tweenydown:Tween = new Tween (me, "y", Regular.easeIn, me.y, me there + 90,.4, true);

var scaley: Tween = new Tween (me, "scaleY", Regular.easeOut, me.scaleY, 1,.9, true);

var scalex:Tween = new Tween (me, "scaleX", Regular.easeOut, me.scaleX, 1,.9, true);

me.addEventListener (MouseEvent.MOUSE_DOWN, grabMe);

my_channel = my_sound.play)

}

function dragMe(e:MouseEvent):void {}

e.updateAfterEvent ();

Using TweenLite or Max, you just make your tween and add an onComplete parameter as follows:

TweenMax.to (me, 2, {onComplete, scaleX:2:playSound});})

This will tween me is scaleX for more than 2 seconds and call the playSound function when it ends...

Tags: Adobe Animate

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