SoundChannel SOUND_COMPLETE not being fired when SoundChannel.stop() called...
Hi all...
I'm writing some code that's an audio player; I'm using the streaming API (the SAMPLE_DATA event) to push the audio data.
This works fine, and I get a SOUND_COMPLETE event when there is no more sound data.
However, if I execute the function SoundChannel.stop() (in response to a "pause" button being pressed onscreen), the audio stops, but no SOUND_COMPLETE event is generated.
Is this as expected? It seems odd to me that a SOUND_COMPLETE event would only be generated when incoming sound data is exhausted, but not when the stop() method is called.
Does anyone have experience with these APs? I couldn't find a solution anywhere I've searched so far...
- Tim
