Z3 notification until swype sound looping.
I just upgraded to lollipop and some of my apps like gmail it now plays the sound until I have Swype down from my notification bar. Any ideas?
I checked your file and the reason for this is that it contains the label of meta data "ANDROID_LOOP = true".
I removed the tag for you and I'll send you the new file.
Tags: Sony Phones
Similar Questions
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How one does sound loops on a track to create a song?
I am new to apple. I would like to know how to draw loops of sound on a track? I chose the path and the instrument, now how to record sound? in my sony software you just draw on the road to a loop selected to place it on the right track and then read it.
Wow, Sony must use a different concept based on your questions.
I've never heard of a 'sound loop', don't know what that means.
You or the other Records audio signals to an Audio track or MIDI signals from your MIDI keyboard on an Instrument track that creates regions. These area can be sealed off by dragging the upper right of the region.
Then there are loops Apple Loops that you can access from the loop on the right browser. It is MIDI and Audio regions following the tempo (and pitch) of you project.
It is always harder to relearn software (from another brand) that learning new software. I would like advice with a peak in the manual once a while to understand how different from what you are accustomed to Sony GarageBand.
-
Black screen of death and the sound loops
Hello
When I play a normal game on my cmoputer, I get a black screen and the sound loops always after 3 or 4 seconds. The computer crashes so I have to press the restart.
After restarting the computer 10 times I fianley get an error on startup screen.
I get this as informationProbleemhandtekening:
Clean van Gebeurtenisnaam: BlueScreen
Versie van besturingssysteem: 6.1.7600.2.2.0.256.1
Landinstelling-id: 1043
Aanvullende information on clean says:
BCCode: 333
BCP1: 00000001
BCP2: 00000002
BCP3: 00000003
BCP4: 00000004
OS version: 6_1_7600
Service Pack: 2_0
Product: 256_1
Bestanden die helpen bij het beschrijven van het clean:
C:\Windows\Minidump\012710-20560-01.dmp
C:\Users\Dennis\AppData\Local\Temp\WER-29640-0.SysData.XML
Maybe you can help me please? I think that the computer is hot? but I have an extra fan on the computer and the temparture is now 35 decrease.
What can I do
Greetz dennis
does not not comodo firewall are you? It was originally my black screens, I disabled the firewall and defense ++ and everything worked fine since, and then they released a set day and difficulty for her.
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is their an order for a loop. something like sym.loop("") or this. Sound.Loop(""). I especially need for two work to complete an audio file.
Thank you.
Hey, sabermaster -.
Not at the moment, but you can create your own effects loop using triggers on the timeline. What specific features do you want?
-Elaine
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Hi all
I discovered a problem when I was creating a sound loop in Flash. I am using a similar code (here is a short version):
var sound: Sound = null; It is initialized then not shown here
var pausePos:Number = 0; the time at which the noise has been stopped and must be restarted again
Run sound paused
function playSound()
{
If (Bo! = null)
{
Soundtrack.Start (pausePos, 99999); looping sound
}
}
pause the sound and store time
function pauseSound()
{
If (Bo! = null)
{
pausePos = soundtrack.position;
Soundtrack.Stop ();
}
}
On the stage is a button play/pause the sound. The problem is that when the sound is paused and then not again suspended, a loop is executed since the time stored "pausePos". Not only it starts for the first time in the era of "pausePos", but the loop is to the 'pausePos' at the end of his time.
How can I solve this problem? The ins Manager onSoundComplete't the solution, because then there is a short delay. Any ideas?
Thank you
Michal
you will need to use the full sound event to complete your sound, then. You can remove the trailing white space in an editor of sounds and derivation of white space using the offset parameter.
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Hi all..
Can anyone help me please with a sound loop? I have this code, that is suppoused to make loop, but it does not work thank you very much advance!
var req:URLRequest = new URLRequest ("squeeak.mp3");
var sound: Sound = new Sound();
var controller: SoundChannel;var b:Boolean;
{if(!b)}
b = true;function soundLoaded(event:Event):void
{
controller = sound.play().
play_btn.addEventListener (MouseEvent.CLICK, playSound);
stop_btn.addEventListener (MouseEvent.CLICK, stopSound);
}function playSound(event:MouseEvent):void
{
controller = sound.play (0, int.) MAX_VALUE);
}function stopSound(event:MouseEvent):void
{
Controller.Stop ();
}sound.addEventListener (Event.COMPLETE, soundLoaded);
Sound.load() (req);}
This loop for me.
var req:URLRequest = new URLRequest ("1.mp3");
var sound: Sound = new Sound();
controller: SoundChannel var = new SoundChannel(); //<-- did="">-->var b:Boolean;
if(!b)
{
b = true;function soundLoaded(event:Event):void
{
controller = sound.play (0,1000); //<-- and="">-->play_btn.addEventListener (MouseEvent.CLICK, playSound);
stop_btn.addEventListener (MouseEvent.CLICK, stopSound);
}function playSound(event:MouseEvent):void
{
controller = sound.play().
}function stopSound(event:MouseEvent):void
{
Controller.Stop ();
}
sound.addEventListener (Event.COMPLETE, soundLoaded);
Sound.load() (req);}
Try it.
Best regards
Peter
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So, I downloaded a simple sound loop of the Flash Kit.
I'm building a Flash site and want to sound in a loop once loads of film. I added a stop and the movie button, in the case where the spectator is not the sound on. I understand sound can be annoying.
I add the following code to the IMAGE 1 of the movie. Everything works fine, but once the loop is completed, it just stops. How to continue a loop? Also, as I navigate to other sections of the film... I want to keep playing and does not restart when I return to say "home". Home starts as well the frame 1.
Here is the code that I found:
/ code below sound control - external mp3 file.
var music: Sound = new Sound (new URLRequest ("thebeat.mp3"));
var sc:SoundChannel = music.play ();
var isPlaying:Boolean = true;
stop_btn.addEventListener (MouseEvent.CLICK, stopMusic);
function stopMusic(e:Event):void
{
sc.stop ();
isPlaying = false;
}
play_btn.addEventListener (MouseEvent.CLICK, playMusic);
function playMusic(e:Event):void
{
if (! isPlaying)
{
sc = music.play ();
isPlaying = true;
}
}
isPlaying is declared a Boolean value in the beginning before isPlaying is tested in the if statement and before it has a value (true or false). When you test a boolean unassigned, it is resolved to false: trace (isPlaying)
if(!isPlaying); tests! isPlaying = negation of isPlaying resolves to true when isPlaying is false
You then set isPlaying = true so repeated tests of! isPlaying will resolve to false.
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So I used the tutorial on this page to make a button that turns the sound on and off (it's the only one I could find that actually works):
[URL ="' http://www.entheosweb.com/Flash/flash_sound_button.asp ' ]
But the only problem is that the sound does not loop. I found scripts that make loop sounds, but I don't know where to put in this code.
PLEASE HELP ME! It was supposed to be done last week, and I do not tell the client that I don't know how to make his sound loop!
Please tell me how to insert it into this code, because I don't want to make a button of his brand new. Thank you!The film that you have accessed to stop only the sound that is played. More than the sound is set to loop only 7 times, so it stops after a little more than a minute in all cases.
Take a look at this variation that I built using the existing content. It is much simpler and does what you want: http://www.ddg-designs.com/downloads/soundControl.zip
-
stop a sound loop :(
I am extremely new to Flash as a whole.
I imported sound and dragged to the timeline - after watching a bunch of discussions I realized that I couldn't change the music at all.
How to stop music from looping through itself?
Here is the animation until now:
http://www.fastswf.com/ruTpjkg
What should I do to get it actually stop?
If your timeline plays repeatedly the keyframe where starts your sound, you will need to remove your sound on the timeline and use actionscript to play your sound.
Otherwise, click the keyframe where starts your sound and, in the properties panel, there is a loops parameter which should be 0.
-
Hi all!
I'm pretty new to the use of the flash (I only need to use it for a project of United sound design) and I am having some problems.
what I would do is create a button and loops of sounds in the State 'up' button. the only problem is that if I import sound to the "up" keyframe and choose the loop in the properties it maintains a loop until the end of time. what I'd like to that is - this loop if the mouse in box buttons. What should I do?
(1) create a button
2) double-click the (edit) button
(3) create an extra layer for sounds
(4) in this layer, create empty keyframes for all States (upward, over, down, HIT);
(5) add the sound to the keyframe in ADDITION in the sound layer, set it to SYNC: start, loop
(6) add the sound to the keyframe to the TOP in the layer of sounds, set it to SYNC: stop, loop
-
Qosmio X 305-Q701 - black screen and sound loop everything at stake
Hello
My Qosmio X 305 - Q701 recently started crashing everything by playing games. Never had a problem out of it until last month. All games from WoW and F.E.A.R. at solitare. It will go to a black screen just randomly and the last word in the end all looping and more requiring a hard reboot.
Graphics card is Nvidia geforce 9700 m gts series.All drivers and directx is up to date with windows vista. I'm not very tech savy any help or expierence with this problem would be greatly appreciated.
Thank you.
Hello
You use a different display driver? I mean the nVidia Driver and you should only use the Toshiba display drivers because they are pre-tested on your laptop and it will not overheat with Toshiba drivers.
Check it!Maybe something is blocking the fan you need to clean your laptop using a jet of compressed air. This could blow out the dust from the cooling fans.
-
Continuous Alert / Notification until the confirmation
I have been working on this for awhile and tried several methods. I have an application where the data is pushed to the device. If it's a specific set of data, then a notification/alert must be activiate until the user acknowledges the message.
I display a message alert/notifcation using a call from global message with an OK button.
public static void displayGlobalMessage(final String gMessage) { UiApplication.getUiApplication().invokeLater( new Runnable() { public void run() { UiEngine uie = Ui.getUiEngine(); alertDialogListener closeListener = new alertDialogListener(); Dialog screen = new Dialog(Dialog.D_OK, gMessage, Dialog.OK, Bitmap.getPredefinedBitmap(Bitmap.EXCLAMATION), Manager.VERTICAL_SCROLL); screen.setDialogClosedListener(closeListener); uie.pushGlobalScreen(screen, 1, UiEngine.GLOBAL_MODAL); } }); }
Is what I have to do, when the message is to show that the phone should vibrate and play a melody (or kick off a past profile). Keep playing and vibration until the user clicks the OK button. In addition, the user can also receive multiple messages, so I need to make sure that the phone won't crash with multiple instances of the function vibrator + tune will.
I tried to use an AlertListener, but I could not shutdown notification or contiuosly replay.
I just tried to do a timer event to play, wait and repeat the alert.
StartScreen._pagingTimer.scheduleAtFixedRate( StartScreen._pagerTimerTask, 0, 10000);
But, when I cancelled the TimerTask in CloseDialog Listner, I get an error when the following alert message is pusehd unit.
Error! In Main Screen, toString=java.lang.IllegalStateException: Task already scheduled or cancelled[0.0] , Message=Task already sched[0.0] uled or cancelled
I have serached the forum to get examples, but have not found one that works for what I'm trying to do.
Thanks in advance for help on this issue.
I went back to the use of the AlertListener and go to work.
I posted my code on my blog, incase someone wants an idea of how I got it to work.
-
I have this code
When I run; He plays only once
its background music and I need to play loop ina
what I need to add to my code?
Thank you
my code:
import flash.media.SoundChannel;
import flash.events.MouseEvent;
import flash.events.Event;
var isPlaying:Boolean = true;
var lastposition:Number = 0;
var mysound:mew = new mew();
var soundchannel:SoundChannel = new SoundChannel (); So now that we can play the sound, how do we stop it? You cannot stop the sound using the Sound class (e.g. mysound.stop (); will not work). Another class is used to that - the SoundChannel class - which has a stop method that allows you to stop playing the sound.
SoundChannel = mysound.play (0,0); / / play a sound in the channel
soundchannel.addEventListener (Event.SOUND_COMPLETE, onPlaybackComplete1);
function onPlaybackComplete1(event:Event):void
{
lastposition = 0;
SoundChannel.Stop ();
BTN.btn_pause. Visible = false;
trace ("finished");
isPlaying = false;
}
btn.addEventListener (MouseEvent.CLICK, playsound);
function playsound(event:MouseEvent):void
{
If (! isPlaying)
{
SoundChannel = mysound.play(lastposition,0);
BTN.btn_pause. Visible = true;
isPlaying = true;
soundchannel.addEventListener (Event.SOUND_COMPLETE, onPlaybackComplete1);
}
on the other
{
lastposition = soundchannel.position;
SoundChannel.Stop ();
BTN.btn_pause. Visible = false;
/ * trace (lastposition.toFixed (0), mysound.length.toFixed (0)); * /
isPlaying = false;
}
soundchannel.addEventListener (Event.SOUND_COMPLETE, onPlaybackComplete);
function onPlaybackComplete(event:Event):void
{
lastposition = 0;
SoundChannel.Stop ();
BTN.btn_pause. Visible = false;
trace ("finished");
isPlaying = false;
soundchannel.addEventListener (Event.SOUND_COMPLETE, onPlaybackComplete);
}
}
No, sorry for the confusion, I stick the API reference.
You just need to change this line in your code:
SoundChannel = mysound.play (0, 0); / / play a sound in the channel
to do this:
SoundChannel = mysound.play (0, int.) His game ;// MAX_VALUE) in the channel
or any where where you call play() just pass int. For the second arg MAX_VALUE
-
Hello
How can I play looping sound? Is it just well SoundChannel class responsible for this or I have to write my own function?
With the help of the sound object, there is a property, you can move that asks the number of loops of
Play (StartPosition:Number, Loops:int, SoundTransform)
or you can create your own method who listens SoundComplete and then starts playing again. which in my opinion is the best thing to do because when you play a sound with a loop and choose to have is to start at a different position of 0 so the loop will play from where you set the position.
-
Sound loops in black video when you use SOUL
I came across a problem where whenever I have export something out of creation using Adobe Media Encoder export that will make the reading of the last second of the audio over a second 1 video black which is placed at the end of my video. First, he shows, there is no audio under the black video and when read in first will play without audio, the same goes for when I export straight out of first, the black video will play with without the audio as it should. To be clear, I want the video to play with sound, but for the 1 second of video at the end of black, there should be no sound. He does this correctly during the first direct export, but does not work correctly when you export through SOUL.
Ive tried and have not been able to find anyone else with similar problems. It comes up with several files all different with different content. Changing the rendering of the software at the GPU and vice versa also don't change anything. I also tried to remove the folder, preferably with no luck.
IM using Windows 7 and the last first CC and Media Encoder CC
Hi Giant_Squid,
What is the exact version of Premiere Pro and Media Encoder work? [Go to the 'on Premiere Pro"to check the version / build number]
Have you tried to delete the media cache files?
Thank you
Regalo
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