与其弄清楚为什么它不适用于所有这些帧和时间线,我认为最好编写一个集中的声音管理器类来处理这些事情。
实施。请记住,我没有对此进行测试,所以如果有的话,请原谅我偶尔的错字。这一切的逻辑应该是正确的。
package
{
import flash.system.ApplicationDomain;
import flash.media.SoundChannel;
import flash.media.Sound;
import flash.events.Event;
public class Audio
{
// Container to cache Sound objects.
static private const cache:Object = new Object;
// Variables to hold the current values.
static private var currentChannel:SoundChannel;
static private var currentSound:String;
// Stops the current sound playing. If you pass the sound name, it
// will stop the audio track only if it is the exact one playing.
// Otherwise it will stop any one currently playing.
static public function stop(value:String = null):void
{
// Do nothing if nothing is playing right now,
// or if the specific sound requested to stop does not match.
if (currentSound == null) return;
if (value) if (value != currentSound) return;
// Unsubscribe from event and stop the audio.
currentChannel.removeEventListener(Event.SOUND_COMPLETE, onComplete);
currentChannel.stop();
// Final clean-up.
currentChannel = null;
currentSound = null;
}
// Plays the embedded sound by its class name.
static public function play(value:String):void
{
// Do nothing if the requested sound is already playing.
if (value == currentSound) return;
// Stop the current audio track playing.
stop();
// Check if that one sound is valid and/or was previously requested.
if (!cache[value])
{
try
{
// Obtain class definition from the project.
var aClass:Class = ApplicationDomain.currentDomain.getDefinition(value) as Class;
// Try instantiating the Sound.
if (aClass) cache[value] = new aClass as Sound;
}
catch (fail:Error)
{
// Well, do nothing, yet.
}
}
if (cache[value])
{
// Store the id of audio track that is going to be playing.
currentSound = value;
// Play the track and subscribe to it for the SOUND_COMPLETE event.
currentChannel = (cache[value] as Sound).play();
currentChannel.addEventListener(Event.SOUND_COMPLETE, onComplete);
}
else
{
// If there's no such class, or it is not a Sound,
trace("ERROR: there's no sound <<" + value + ">> is embedded into the project.");
}
}
// Event handler to clean up once the current audio track is complete.
static private function onComplete(e:Event):void
{
// Sanity check.
if (e.target != currentChannel) return;
stop();
}
}
}
用法。
import Audio;
// Any time you want different sound to play.
// Pass the class name as Sting as an argument.
Audio.play("firt2");
// Any time you just want to stop the sound;
Audio.stop();