flex里播放声音的方法有很多,网上找来找去都只有两种 在这里介绍第三种
方法三: 这个方法放在前头,是因为网上找不到!(特意强调)
当有很多声音要同时处理时,这种方法非常实用!
在flasf cs3 里的liberty 有声音 可以是 mp3 wav 等,右键选 linkage 填入类名(我这里填BTNsound),然后将它拖到场景中,发布出来(我的命名是sound.swf),放到工程src文件夹里。在flex里新建一个 类(我的Loadsound.as)代码如下:
package
{
public class Loadsound
{
[Embed(source="Sound.swf",symbol="BTNsound")]//按钮
public static var btnSound:Class;
}
}
然后在 mxml 里
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml "
layout="absolute" creationComplete="init();" >
private var Sbtn:Sound = new Loadsound.btnSound() as Sound;//按钮声音
private var soundVol:SoundTransform = new SoundTransform();//音量
internal function init():void{
soundVol.volume = 1;
}
private function onClink():void{
Sbtn.play(0,0,soundVol);
}
<mx:Button x="129" y="397" label="Button" clink="onClink();"/>
OK!这种方式才是最简单的 最实用的!
方法一:
<mx:SoundEffect id="sound_effect" source="sound.mp3"
panFrom="-1" panTo="1" loops="1" volumeFrom = "1" volumeTo="0.1" duration="3000" useDuration="false"/>
<mx:Button x="44" y="181" label="Button" width="103" mouseDownEffect="{sound_effect}"/>
<mx:Text x="44" y="145" text="点击鼠标,播放音效" width="129"/>
-------------------------分析------------
1 注意<mx:SoundEffect的source定义了声音的来源,和一般的Effect的target属性不同。
2 注意<mx:Button的mouseDownEffect属性
官方文档的 在编译器里 按下 ctrl + f12 搜索sound 就有例子,这里不多说!
package {
import flash.display.Sprite;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.events.Event;
import flash.events.IOErrorEvent;
public class Sound_playExample3 extends Sprite {
private var snd:Sound = new Sound();
private var channel:SoundChannel;
private var statusTextField:TextField = new TextField();
public function Sound_playExample3(){
statusTextField.autoSize = TextFieldAutoSize.LEFT;
var req:URLRequest = new URLRequest("http://av.adobe.com/podcast/csbu_dev_podcast_epi_2.mp3");
try {
snd.load(req);
channel = snd.play();
} catch (err:Error) {
trace(err.message);
}
snd.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler);
this.addChild(statusTextField);
}
private function enterFrameHandler(event:Event):void {
var loadTime:Number = snd.bytesLoaded / snd.bytesTotal;
var loadPercent:uint = Math.round(100 * loadTime);
var estimatedLength:int = Math.ceil(snd.length / (loadTime));
var playbackPercent:uint = Math.round(100 * (channel.position / estimatedLength));
statusTextField.text = "Sound file's size is " + snd.bytesTotal + " bytes./n" + "Bytes being loaded: " + snd.bytesLoaded + "/n" + "Percentage of sound file that is loaded " + loadPercent + "%./n" + "Sound playback is " + playbackPercent + "% complete.";
}
private function errorHandler(errorEvent:IOErrorEvent):void {
statusTextField.text = "The sound could not be loaded: " + errorEvent.text;
}
}