Trying to read high millisecond cue point times

Hello

I'm learning the AC3. I use the script in a folder to read benchmarks in milliseconds. These cue points are defined by the code in a script of image in the main scenario like this:

Create an instance of SoundSync
var ss:SoundSync = new SoundSync();

Instance allows you to add benchmarks for the audio file
puts a cuePoint in the soundtrack to the location of millisecond after the comma

ss.addCuePoint("someString1",01969);

Here is the script of the AS file that reads these points of reference:

net.quip.sound package

{

import flash.events.Event;

import flash.events.TimerEvent;

import flash.media.Sound;

import flash.media.SoundChannel;

import flash.media.SoundLoaderContext;

import flash.media.SoundTransform;

import flash.net.URLRequest;

import flash.utils.Timer;

SerializableAttribute public class SoundSync extends Sound

{

PROPERTIES

private var _cuePoints:Array;

private var _currentCuePoint:uint;

private var _timer:Timer;

private var _timerInterval:uint;

private var _startTime:Number;

private var _loops:uint;

private var _soundChannel:SoundChannel;

CONSTRUCTOR

public void SoundSync (stream: URLRequest = null, context: SoundLoaderContext = null) {}

Super (stream, context);

init();

}

METHODS

init

private function init (): void {}

_cuePoints = new Array();

_currentCuePoint = 0;

_timerInterval = 50;

_startTime = 0.0;

}

Add Cue Point

public void addCuePoint(cuePointName:String,_cuePointTime:uint):void {}

_cuePoints.push (new CuePointEvent (CuePointEvent.CUE_POINT, cuePointName, cuePointTime));

_cuePoints.sortOn ("time", Array.NUMERIC);

}

Get cue point

public void getCuePoint(nameOrTime:Object):Object {}

var counter: uint = 0;

While (counter < _cuePoints.length) {}

If (typeof (nameOrTime) == 'string') {}

If (_cuePoints [meter] .name == nameOrTime) {}

return _cuePoints [counter];

}

} Else if (typeof (nameOrTime) == 'number') {}

If (_cuePoints [meter] .time == nameOrTime) {}

return _cuePoints [counter];

}

}

counter ++;

}

Returns a null value.

}

Get the Index of the current Cue Point

private void getCurrentCuePointIndex(cuePoint:CuePointEvent):uint {}

var counter: uint = 0;

While (counter < _cuePoints.length) {}

If (_cuePoints [meter] .name == cuePoint.name) {}

return the meter;

}

counter ++;

}

Returns a null value.

}

Get the next Cue Point index

private void getNextCuePointIndex(milliseconds:Number):uint {}

If (isNaN (milliseconds)) {}

milliseconds = 0;

}

var counter: uint = 0;

While (counter < _cuePoints.length) {}

If (_cuePoints [meter] .time > = milliseconds) {}

return the meter;

}

counter ++;

}

Returns a null value.

}

...

Here's my problem: when I set a cue point that is a minute or more (in milliseconds) as in:

ss.addCuePoint ("someString1", 107055); It is not processed by the script AS

.. .the landmarks are not read (nothing happens).

It's probably because I need to provide for this possibility in this file AS above. (This isn't my script, so I don't know how to adjust it. It's a good tutorial by David Stiller on the Adobe site: http://www.adobe.com/devnet/actionscript/articles/cue_points_audio.html).

Can someone tell me how to adjust the script AS so I can read a cue point that goes beyond 5 places?

Thank you very much!

Human error. I wasn't conversion millisecond understaning. SoundSync AS code is is good. I need work.

Tags: Adobe Animate

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