The music doesnt start automaticly. Find a short but simple loopable .wav file. .wav is recommended but you can use .MP3 or Newgrounds are great places to find music Open flash (obviously)
Make 3 Keyframes if you are going to put a small preloader useless)
Make 2 keyframes if you wont use a preloader
In frame 2 (It's Frame 1 for those that didnt included a preloader.)
Make a button that says PLAY Right click on frame 2 (It's Frame 1 for those that didnt included a preloader.) and select ACTION in the action window, put this exact code:
stop();
Now right click on frame 3 (It's Frame 2 for those that didnt included a preloader.) and select ACTION again Put this exact BIG chunk of code
stop(); if(_global.Behaviors == null)_global.Behaviors = {}; if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {}; if(typeof this.createEmptyMovieClip == 'undefined'){ this._parent.createEmptyMovieClip('BS_music',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) ); _global.Behaviors.Sound.music = new Sound(this._parent.BS_music); } else { this.createEmptyMovieClip('_music_',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) ); _global.Behaviors.Sound.music = new Sound(this.BS_music); } _global.Behaviors.Sound.music.attachSound(\"music\"); if (true) { _global.Behaviors.Sound.music.start(0,50); }
Were it say
.Sound.music.start(0,50);
50 is the number of time the music will loop In the same frame, put a button that say STOP
Now right-click on the new STOP button and choose ACTION Put that exact code in:
on (release) { gotoAndStop(2); _global.Behaviors.Sound.music.stop(); }
Do the same for the PLAY button but this time, put this code in:
on (release) { nextFrame(); }
still there? ok, now the easy part Import your song file-import Go in the Library and right click on your song, select LINKAGE check EXPORT FOR ACTIONSCRIPT you should have 2 checkbox checked In the IDENTIFIER field, type music Thats all! press ok, test your button and it should work fine!
Comments
Post new comment