SoundAS
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A modern lightweight sound manager for AS3.
This change adds information regarding how to install, contribute to, and perform unit testing on the project. It also fixes many markdown errors with the original documentation and reformatted the...
Bug fixed: Play sound and immediately pause sound, Then resume sound will not be available.
Hi, noobs here! question is... How to check that sound is already load? so i can just play if sound already load... far as i try is ``` var si:SoundInstance...
I just posted about this on the official starling game engine forum here: http://forum.starling-framework.org/topic/does-anyone-else-use-tree-fortresss-soundas-sound-manager#post-89464 but I'll go ahead and summarize here: I think I've found a memory leak. If you...
I'm confused on how I could load a Soundfile from an SWC library. I started of my using: private var SoundAS:SoundManager; and thought I could then add the MP3 from...
I'm trying to use fadeMasterTo on groups, like this: SoundAS.group(Configuration.musicGroup).fadeMasterTo(0); but it doesn't change masterVolume value. Setter works properly. SoundAS.group(Configuration.musicGroup).masterVolume = 0; Can you confirm this? Thanks Vjeko
Stop channel regardless of its position inside onSoundComplete method. Channel position for some reason does not match the sound length on Android.
Assume you have 2 instances of the same sound var si_1:SoundInstance = SoundAS.getSound("somesfx",true); var si_2:SoundInstance = SoundAS.getSound("somesfx",true); now if both sounds are playing and you wanted to fade out one...
This is a handy utility class! One nice feature would be a group.playRandom() function. For example, I may have a group of punch "swooshes" or VO queues that get played...
I do this: _scenarioSounds.play("audioStart").soundCompleted.addOnce(startSoundComplete); and in the next function I try to tidy up and release the memory used by the sound: private function startSoundComplete(si:SoundInstance):void { trace("startSound complete"); si.soundCompleted.removeAll(); ```...