User Guide

1116 ActionScript classes
The following example creates a new Sound object, passes it the target movie clip my_mc, and
calls the
start method, which starts any sound in my_mc.
var movie_sound:Sound = new Sound(my_mc);
movie_sound.start();
start (Sound.start method)
public start([secondOffset:Number], [loops:Number]) : Void
Starts playing the last attached sound from the beginning if no parameter is specified, or
starting at the point in the sound specified by the
secondOffset parameter.
Availability: ActionScript 1.0; Flash Player 5
Parameters
secondOffset:Number [optional] - A parameter that lets you start playing the sound at a
specific point. For example, if you have a 30-second sound and want the sound to start
playing in the middle, specify 15 for the
secondOffset parameter. The sound is not delayed
15 seconds, but rather starts playing at the 15-second mark.
loops:Number [optional] - A parameter that lets you specify the number of times the sound
should play consecutively. This parameter is not available if the sound is a streaming sound.
Example
The following example creates a new Sound object, and loads a sound. Loading the sound is
handled by the
onLoad handler, which allows you to start the song after it is successfully
loaded. Then the sound starts playing using the
start() method. Create a new FLA file, and
add the following ActionScript to your FLA or AS file. For this example to work, you must
have an MP3 called song1.mp3 in the same directory as your FLA or AS file.
this.createTextField("status_txt", this.getNextHighestDepth(), 0,0,100,22);
// create a new Sound object
var my_sound:Sound = new Sound();
// if the sound loads, play it; if not, trace failure loading
my_sound.onLoad = function(success:Boolean) {
if (success) {
my_sound.start();
status_txt.text = "Sound loaded";
} else {
status_txt.text = "Sound failed";
}
};
// load the sound
my_sound.loadSound("song1.mp3", true);