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The end of the program
Listing 9 also signals the end of the Driver class and the end of the program.
I encourage you to run this program from the web. Then copy the code from Listing 10 and Listing 11. Use that code tocreate your own project. Compile and run the project. Experiment with the code, making changes, and observing the results of your changes. Makecertain that you can explain why your changes behave as they do.
I will publish a list containing links to ActionScript resources as a separate document. Search for ActionScript Resources in theConnexions search box.
Complete listings of the programs discussed in this lesson are provided below.
<?xml version="1.0" encoding="utf-8"?><!--
This project is intended to demonstrate the use of soundwith ActionScript. See the file named Driver.as for more
information--><mx:Application
xmlns:mx="http://www.adobe.com/2006/mxml"xmlns:cc="CustomClasses.*"><cc:Driver/></mx:Application>
/*Project Sound03
This project is intended to demonstrate the use of soundwith ActionScript. It also displays an image of a cloudy
sky but the only purpose of the image is to make itobvious when the program starts running.
This project plays the following sounds extracted frommp3 files.
rainwind
sizzlethunder
The rain sound is continuous.The wind sound is played occasionally on the basis of a
random number generator.The sizzle sound is also played occasionally on the basisof a random number generator. As soon as the sizzle sound
finishes, a thunder clap sound is played.Note that with FlashDevelop, you must manually put a copy
of the sound files in the bin folder.*********************************************************/
package CustomClasses{import flash.display.Bitmap;
import mx.containers.Canvas;import mx.controls.Image;
import mx.events.FlexEvent;import flash.events.TimerEvent;
import flash.utils.Timer;import flash.media.Sound;
import flash.net.URLRequest;import flash.media.SoundChannel;
import flash.events.Event;//====================================================//public class Driver extends Canvas {//Extending Canvas makes it possible to locate
// images with absolute coordinates. The default// location is 0,0;private var smallSky:Image = new Image();
//Instantiate a Timer object that will fire ten events// per second.
private var timer:Timer = new Timer(100);//Declare a counter that will keep track of the number// of timer events that have been fired.
private var loopCntr:uint;//Declare variables for the four sounds.private var sizzle:Sound;
private var thunder:Sound;private var wind:Sound;
private var rain:Sound;//Declare variables that are used to control when the// thunder sound is played.
private var channel:SoundChannel;private var sizzlePlaying:Boolean = false;
//--------------------------------------------------//public function Driver(){//constructor//Load the sky image.
//Note the use of a / to eliminate the "Unable to// resolve asset for transcoding" Compiler Error
[Embed("/smallsky.jpg")]var imgSmall:Class;
smallSky.load(imgSmall);//Load four sound files and play two of them now.sizzle = new Sound();
sizzle.load(new URLRequest("sizzle.mp3"));thunder = new Sound();thunder.load(new URLRequest("thunder.mp3"));wind = new Sound();
wind.load(new URLRequest("wind.mp3"));//Play the wind sound through twice at startup.
wind.play(0,2);rain = new Sound();rain.load(new URLRequest("rain.mp3"));
//Play the rain sound foreverrain.play(0,int.MAX_VALUE);//Register an event listener on the CREATION_
// COMPLETE event.this.addEventListener(FlexEvent.CREATION_COMPLETE,
creationCompleteHandler);} //end constructor
//--------------------------------------------------////This handler method is executed when the Canvas has
// been fully created.private function creationCompleteHandler(
event:mx.events.FlexEvent):void{//Set the width and height of the Canvas object// based on the size of the bitmap in the smallSky
// image.this.width = Bitmap(smallSky.content).width;
this.height = Bitmap(smallSky.content).height;//Add the image to this Canvas object.this.addChild(smallSky);//Register a timer listener and start the timer
// running.timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();} //end creationCompleteHandler
//--------------------------------------------------////TimerEvent handler. This method is executed each// time the Timer object fires an event.
public function onTimer(event:TimerEvent):void {//Update the loop counter.loopCntr++;
if (loopCntr == int.MAX_VALUE - 1) {//Guard against numeric overflow.
loopCntr = 0;}//end if//Play an occasional wind sound.
if ((loopCntr % 25 == 0)&&(Math.random()>0.75)){
wind.play();}//end if//Play an occasional sizzle sound followed
// immediately by a clap of thunder.if ((loopCntr % 35 == 0)&&(Math.random()>0.5)&&(sizzlePlaying == false)) {
//Don't play another sizzle sound until this one// finishes.
sizzlePlaying = true;//Play the sizzle sound and get a reference to the
// SoundChannel object through which it is being// played.
channel = sizzle.play();//Register an event listener that will be called
// when the sizzle sound finishes playing.channel.addEventListener(
Event.SOUND_COMPLETE, soundCompleteHandler);}//end if}//end onTimer
//--------------------------------------------------////This method is called each time the sizzle sound// finishes playing. Each time it is called, it plays
// a thunder sound.private function soundCompleteHandler(e:Event):void {
//Allow another sizzle sound to be played now that// this one is finished.
sizzlePlaying = false;//Play the thunder immediately following the end of
// the sizzle sound.thunder.play();
}//end soundCompleteHandler//--------------------------------------------------//} //end class
} //end package
This section contains a variety of miscellaneous materials.
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