Greetings gurus. Pretty new to Flash CS3 and AS3 but I've
done the Lynda.com courses and I've gotten by pretty far on my own.
However, I've run into a snag I can't find a direct solution to. In
the simplest possible terms I want to add a mute / unmute button
for sound that must remain synced to my animation. It sounds like a
pretty straightforward task and I'm embarased that THIS is where
I've gotten stuck while I've gotten through some stuff I thought
would be way harder on my own. The reason this is a problem is
because in considering 2 approaches I've run into a wall. I'll
gladly accept any advice to circumvent the roadblock either way.
Approach 1 is to add the sound to the library, drop it in the
timeline as a stream and build my animation to match. That works
just fine, but I can't find an instance name for the sound to run a
setVolume function against (not even sure if it would be that
simple, but without an instance name, I can't move any further
forward; I tried labeling the first frame of the sound layer
'narration' and trying refernces like timeline.narration, timeline,
narration, and so on, but no joy).
Approach 2 is to import the sound using URLRequest,
instantiating the sound and setting the volume against that
instance. Works like a charm but the sound drifts out of sync with
the animation (that was synced perfectly when it was in the
timeline). This is my less appealing option because I'm using nav
buttons taking me to various frames and the sound (which used to
pick up at the right frame when it was in the timeline) just plays
on without regard to the point in the animation. It's not a
surprise to me that this happens, but if I were to do this I'd need
to write code into my nav buttons to pick up the right spot in the
sound instance and I'm not sure how to do that.
Any help would be greatly appreciated.
Thanks,
Scott