Event vs. Start Sync
With start sync, Flash can play only a single copy of the same sound at the same time. Start sync tracks cannot overlap each other. There are two ways to re-trigger a start sync track. You either let it play till its end and then start it again, or you can stop it with a stop label command.
The following three links demonstrate event sync tracks. Mouse over the left one to listen to a scale sound. Mouse over it again and again to re-trigger as many instances as you want. Do the same for the middle link. Since it's a looping sound, you'll get an amplification of the sound as you mouse more times over the link. Use the right link to stop the sound:
Play a Scale
Start a Looping Sound
Stop a Looping Sound
The following three links are of the start sync type. You can play each instance only once. To re-trigger an instance, you need to wait until its end, or you can stop it with the right link:
Play a Scale
Start a Looping Sound
Stop a Looping Sound
<HTML>
<HEAD>
<SCRIPT SRC="flashsound.js"></SCRIPT>
<SCRIPT>
var mySoundObj1 = new FlashSound();
var mySoundObj2 = new FlashSound();
</SCRIPT>
</HEAD>
<BODY>
<A HREF="javascript://"
onmouseover="mySoundObj1.TGotoAndPlay
('/scale-event','start')">Play a Scale</A>
<A HREF="javascript://"
onmouseover="mySoundObj2.TGotoAndPlay
('/loop-event','start')">Start a Looping Sound</A>
<A HREF="javascript://"
onmouseover="mySoundObj2.TGotoAndPlay
('/loop-event','stop')">Stop a Looping Sound</A>
<A HREF="javascript://"
onmouseover="mySoundObj1.TGotoAndPlay
('/scale-start','start')">Play a Scale</A>
<A HREF="javascript://"
onmouseover="mySoundObj2.TGotoAndPlay
('/loop-start','start')">Start a Looping Sound</A>
<A HREF="javascript://"
onmouseover="mySoundObj2.TGotoAndPlay
('/loop-start','stop')">Stop a Looping Sound</A>
<SCRIPT>
mySoundObj1.embedSWF("scale.swf");
mySoundObj2.embedSWF("loop.swf");
</SCRIPT>
</BODY>
</HTML>
           
Next: How to stop before re-triggering a sound
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