SoundChannel SOUND_COMPLETE not been fired when it is called SoundChannel.stop ()...

Hi all...

I write code that is an audio player. I use streaming (event SAMPLE_DATA) API to push the audio data.

It works very well, and I get a SOUND_COMPLETE event when there are no more acoustic.

However, if I run the function SoundChannel.stop () (in response to a 'pause' button on the screen), the sound stops, but no SOUND_COMPLETE event is generated.

Is this as expected?  It seems strange to me that a SOUND_COMPLETE event would come only when the incoming audio data have been exhausted, but not when the stop() method is called.

Does anyone have experience with these access points?  I couldn't find a solution anywhere I searched so far...

-Tim

in fact, I do see a satisfactory means to do this because the soundchannel class is final and cannot be extended (without hacking the soundchannel class).

IMO, that followed the obvious way is best.  That is to say, you know what stop() is applied do or call no matter when it happens.

Tags: Adobe Animate

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