I currently have a difficulty removing specific sounds from playing when I advance through the timeline on a particular project.
The user chooses a particular item on the timeline which will display a specific movieclip and will then play a specific sound on MOUSE_DOWN.
The eventListener for MOUSE_DOWN which exists as follows:
stage.addEventListener(MouseEvent.MOUSE_DOWN, sprayWater);
stage.addEventListener(MouseEvent.MOUSE_UP, stopWater);
function sprayWater(event:MouseEvent):void
{
waterarm.gotoAndStop(2);
trace("SPRAYING WATER");
}
function stopWater(event:MouseEvent):void
{
waterarm.water.gotoAndPlay("waterE");
}
on frame 2 of 'waterarm' is a movieclip called 'water' that contains an animation of water and the following code to start the water sound:
var sfxWater:sfxwater;
var waterChannel:SoundChannel;
sfxWater = new sfxwater;
waterChannel = sfxWater.play();
on the frame "waterE" an animation of the water disappearing exists and the code sfxWater.stop();
.
When the user progresses beyond this frame on the root timeline, the sound effect of water still remains on MOUSE_DOWN despite the movieclip no longer existing on the timeline at that point.
The ideal outcome will be the individual sound playing on MOUSE_DOWN and stopping on MOUSE_UP only when this movieclip is visible on the main timeline. If anybody can provide any assistance in being able to prevent the sound from playing and removing this event listener (through code on the main timeline if possible) it would be greatly appreciated.
Regards, Darren
if(movieclip){//if the movieclip exists //do stuff }
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