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Hi, I am trying to play a sound file when the user clicks on a puzzle piece and drags it into place. I have the puzzle working and had the sound working in my prototype but when I built the final the sound isn't working. I used a code snippet to click to play/stop sound and I get the following error every time. Though the prototype still works and the code is exactly the same so I am wondering if there is some other problem I am not considering. For instance. I used MP3 in the prototype and WAV files in the final (but I did try a MP3 and that didn't play either - same error).
I would also like to block the user from clicking on another piece until the audio is done playing. It is an educational program and I would like them to hear each audio.
Any ideas? And thanks in advance for any help you can give.
Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error.
at C2GFinalInProgressDemo2_BuildaBody_fla::MainTimeline/fl_ClickToPlayStopSound_8()[C2GFinalInProgressDemo2_BuildaBody_fla.MainTimeline::frame171:190]
/* Click to Play/Stop Sound
Clicking on the symbol instance plays the specified sound.
Clicking on the symbol instance a second time stops the sound.
Instructions:
1. Replace "http://www.helpexamples.com/flash/sound/song1.mp3" below with the desired URL address of your sound file. Keep the quotation marks ("").
*/
Digestive.addEventListener(MouseEvent.CLICK, fl_ClickToPlayStopSound_8);
var fl_SC_8:SoundChannel;
//This variable keeps track of whether you want to play or stop the sound
var fl_ToPlay_8:Boolean = true;
function fl_ClickToPlayStopSound_8(evt:MouseEvent):void
{
if(fl_ToPlay_8)
{
var s:Sound = new Sound(new URLRequest("soundDigestive.wav"));
fl_SC_8 = s.play();
}
else
{
fl_SC_8.stop();
}
fl_ToPlay_8 = !fl_ToPlay_8;
}
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you can't load and play a wave file without using a 3rd party library.
check org.as3wavsound.WavSound;
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Okay, thanks. I'll check that out. I tried changing it to an MP3 file and that didn't work either. But it worked in my prototype. Should it work with MP3?
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yes.
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