Stopping Multiple Tracks
With stop sync, Flash stops all instances of the given frame. This is a limitation of Flash, but it stems from the absence of instance ID. With event sync, you re-trigger a new instance every time you mouse over the link. Invoking the stop sync command will stop all instances.
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. Now use the right link to stop the sound:
Play a Scale
Start a Looping Sound
Stop a Looping Sound
Notice that the stop sync can stop only the middle link, because they are from the same frame, "/loop-event". Try stopping the left sound. It does not work because their labels are different.
Here is the source code:
<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>
<SCRIPT>
mySoundObj1.embedSWF("scale.swf");
mySoundObj2.embedSWF("loop.swf");
</SCRIPT>
</BODY>
</HTML>
           
Next: How to loop a sound track
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