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Sound effects html5 canvas

Explorer ,
Jan 26, 2021 Jan 26, 2021

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I'm trying to learn the soundJS in order to add an effect on loading a frame. Struggling to get it to work.

Is there a particular method for html5 to add sound effects as in actionscript format?

I've tried the following without success:

createjs.Sound.on("fileload", this.loadHandler, this);
 createjs.Sound.registerSound("Blop.wav", "bloop");
 function loadHandler(event) {
     // This is fired for each sound that is registered.
     var instance = createjs.Sound.on("bloop");  
     instance.on("complete", this.handleComplete, this);
     instance.volume = 0.5;
 }

 

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correct answers 1 Correct answer

Community Expert , Jan 26, 2021 Jan 26, 2021

in the actions panel at the frame where you want the sound to play:

 

var sound1 = createjs.Sound.createInstance("bloop");

sound1.play();

 

or

 

createjs.Sound.createInstance("bloop").play();

 

or 

 

createjs.Sound.play("bloop");

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Community Expert ,
Jan 26, 2021 Jan 26, 2021

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what do you mean by "loading a frame"?

 

do you mean you want a sound to play when the playhead enters a particular frame?  or do you mean you are actually loading something from outside your project and you want a sound to play when loading is progressing or when loading is complete or something else?

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Explorer ,
Jan 26, 2021 Jan 26, 2021

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Sorry when it enters a particular frame.

 

Thanks

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Community Expert ,
Jan 26, 2021 Jan 26, 2021

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is the sound an external file (eg, Blop.wav) that you want to load during run-time (more coding and forethought needed) or is the sound imported into your library (easier to code and implement)?

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Explorer ,
Jan 26, 2021 Jan 26, 2021

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It's in the library with a linkage "bloop".

Essentially I'd like the sound to play when particular boxes appear in the timeline, if possible.

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Community Expert ,
Jan 26, 2021 Jan 26, 2021

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in the actions panel at the frame where you want the sound to play:

 

var sound1 = createjs.Sound.createInstance("bloop");

sound1.play();

 

or

 

createjs.Sound.createInstance("bloop").play();

 

or 

 

createjs.Sound.play("bloop");

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Explorer ,
Jan 27, 2021 Jan 27, 2021

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Hello thanks for those.

 

I had tried the first one suggested before that didn't work.

Now tried the others and none work. 

I've added the script on frame 1 in an actions panel, I assume that's correct?

 

Thanks

 

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Community Expert ,
Jan 27, 2021 Jan 27, 2021

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if any of them failed, embed* a screenshot of showing your library (with the id "bloop" visible) and your actions panel showing the code that failed (and any other code in that frame).

 

 

*

kglad_0-1611759712829.png

 

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Explorer ,
Jan 27, 2021 Jan 27, 2021

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Screenshot 2021-01-27 at 15.42.56.png

 

Thanks for your help on this

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Community Expert ,
Jan 27, 2021 Jan 27, 2021

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that looks ok.

 

select the wav file in the library and play the sound in the library window to make sure it's not corrupted.  or even better, import a different wav or mp3 and check that to see if it's a probem with your sound file.

 

if you confirm it's not a sound file issue, check if you have some unrelated error causing a problem by opening your browser's developer console and checking for an error.

 

if you seen none (other than the message port and css errors), upload your fla to to file server and post a link.

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Explorer ,
Jan 28, 2021 Jan 28, 2021

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Yes the file was corrupt, tried another sound file that works, but not in Safari, tested it through Firefox and Chrome both working on there.

Does Safari require additional for this?

 

Thanks

 

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Community Expert ,
Jan 28, 2021 Jan 28, 2021

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open the safari developer console and see if there's an error.

 

if not, check if safari requires user interaction (eg, button click) to start sound.  (apple's a bit of a nanny about controling things.)

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Explorer ,
Jan 28, 2021 Jan 28, 2021

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Yes it appears it requires a trigger, as the sounds worked after a mouse click event.

Is there any way around this on Safari?

 

Thanks

 

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Community Expert ,
Jan 28, 2021 Jan 28, 2021

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i doubt it but you should google it see if there's a (temporary) work-around (which will eventually fail when apple figures it out).

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Explorer ,
Jan 29, 2021 Jan 29, 2021

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Ok thanks.

Will have a look.

 

Really appreciate all the assistance the forum gives, it's very welcoming to novices like me.

 

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Community Expert ,
Jan 29, 2021 Jan 29, 2021

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you're welcome.

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