问题描述
我目前从事的基础上脱机组合的presentation期末考试,我需要做一个preloader,就是当加载的过程字节总数的25%,发挥的声音,导入到库中。我尝试了几种方法,并不能做到这一点。
我将离开你的$ C $下我的preloader。
//(也是这个code是鼠标装载机以文本形式)
this.loaderInfo.addEventListener(使用ProgressEvent.PROGRESS,checkingProgress);
功能checkingProgress(事件:ProgressEvent):无效{
VAR procentLoaded:数= event.bytesLoaded / event.bytesTotal * 100;
ptxt.text = INT(procentLoaded)+%;
如果(procentLoaded == 100){
this.gotoAndPlay(1,视频 - 诠释);
}
}
stage.addChild(ptxt);
ptxt.mouseEnabled = FALSE;
ptxt.addEventListener(Event.ENTER_FRAME,fl_CustomMouseCursor);
功能fl_CustomMouseCursor(事件:事件){
ptxt.x = stage.mouseX;
ptxt.y = stage.mouseY;
}
Mouse.hide();
this.addEventListener(Event.ENTER_FRAME,装载);
功能加载(五:事件):无效{
VAR总:数= this.stage.loaderInfo.bytesTotal;
VAR装:数= this.stage.loaderInfo.bytesLoaded;
prel.scaleX =加载/总;
如果(总装==){
玩();
this.removeEventListener(Event.ENTER_FRAME,装载);
}
}
您需要在您的库中的声音文件可以动作。
给它一个类名前。为mySound
...
VAR为mySound:为mySound =新为mySound();
VAR soundPLaying:布尔= FALSE;
功能checkingProgress(事件:ProgressEvent):无效{
VAR procentLoaded:数= event.bytesLoaded / event.bytesTotal * 100;
ptxt.text = procentLoaded +%;
如果(procentLoaded> 25安培;&安培;!soundPlaying){//检查是否加载铁道部则25%和声音是不是在玩
mysound.play();
soundPlaying = TRUE;
}
如果(procentLoaded == 100){
this.gotoAndPlay(1,视频 - 诠释);
}
}
...
如果你需要做一些额外的东西一样暂停,换卷等,您将需要一个 SoundChannel对象
I am currently undertaking a final exam based on the presentation of an offline portfolio and I need to make a preloader, where when the process of loading is 25% of total bytes, to play a sound that is imported into the library. I've tried several ways and can’t do it.
I'll leave you the code for my preloader.
//(also this code is a mouse loader in text form)
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS,checkingProgress);
function checkingProgress(event:ProgressEvent):void{
var procentLoaded:Number = event.bytesLoaded/event.bytesTotal*100;
ptxt.text=int(procentLoaded)+"%";
if(procentLoaded == 100){
this.gotoAndPlay(1,"Video-Int");
}
}
stage.addChild(ptxt);
ptxt.mouseEnabled = false;
ptxt.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
function fl_CustomMouseCursor(event:Event) {
ptxt.x = stage.mouseX;
ptxt.y = stage.mouseY;
}
Mouse.hide();
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(e:Event):void {
var total:Number = this.stage.loaderInfo.bytesTotal;
var loaded:Number = this.stage.loaderInfo.bytesLoaded;
prel.scaleX = loaded/total;
if (total == loaded){
play();
this.removeEventListener(Event.ENTER_FRAME, loading);
}
}
You need to make the sound file in your library available for actionscript.
Give it a Class name ex. MySound
...
var mysound:MySound = new MySound();
var soundPLaying:Boolean = false;
function checkingProgress(event:ProgressEvent):void{
var procentLoaded:Number = event.bytesLoaded/event.bytesTotal*100;
ptxt.text= procentLoaded +"%";
if(procentLoaded > 25 && !soundPlaying){ //check if loaded mor then 25% and sound isn't playing
mysound.play();
soundPlaying = true;
}
if(procentLoaded == 100){
this.gotoAndPlay(1,"Video-Int");
}
}
...
if you need to do some extra stuff like pause, change volume etc you will need a SoundChannel Object
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