Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7731861
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 1, 20262026-06-01T06:35:11+00:00 2026-06-01T06:35:11+00:00

I have a bit of a quandary. I need to call a function inside

  • 0

I have a bit of a quandary. I need to call a function inside a MovieClip once a particular sound has finished playing. The sound is played via a sound channel in an external class which I have imported. Playback is working perfectly.

Here is the relevent code from my external class, Sonus.

public var SFXPRChannel:SoundChannel = new SoundChannel;
var SFXPRfishbeg:Sound = new sfxpr_fishbeg();
var SFXPRfishmid:Sound = new sfxpr_fishmid();
var SFXPRfishend3:Sound = new sfxpr_fishend3();
var SFXPRfishend4:Sound = new sfxpr_fishend4()

public function PlayPrompt(promptname:String):void
{
    var sound:String = "SFXPR" + promptname;
    SFXPRChannel = this[sound].play();
}

This is called via an import in the document class “osr”, thus I access it in my project via “osr.Sonus.—“

In my project, I have the following line of code.

osr.Sonus.SFXPRChannel.addEventListener(Event.SOUND_COMPLETE, promptIsFinished);

function prompt():void
{
    var level = osr.Gradua.Fetch("fish", "arr_con_level");
    Wait(true);
    switch(level)
    {
        case 1:
            osr.Sonus.PlayPrompt("fishbeg");
        break;
        case 2:
            osr.Sonus.PlayPrompt("fishmid");
        break;
        case 3:
            osr.Sonus.PlayPrompt("fishend3");
        break;
        case 4:
            osr.Sonus.PlayPrompt("fishend4");
        break;
    }
}

function Wait(yesno):void
{
    gui.Wait(yesno);
}

function promptIsFinished(evt:Event):void
{
    Wait(false);
}

osr.Sonus.PlayPrompt(…) and gui.Wait(…) both work perfectly, as I use them in other contexts in this part of the project without error.

Basically, after the sound finishes playing, I need Wait(false); to be called, but the event listener does not appear to be “hearing” the SOUND_COMPLETE event. Did I make a mistake somewhere?

For the record, due to my project structure, I cannot call the appropriate Wait(…) function from within Sonus.

Help?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-01T06:35:12+00:00Added an answer on June 1, 2026 at 6:35 am

    Event.SOUND_COMPLETE is dispatched by the soundChannel object that is returned by sound.play(). This means that you must call sound.play() first and then add the listener, and you must add the listener explicitly after every time you call play.

    public function PlayPrompt(promptname:String):void
    {
      var sound:String = "SFXPR" + promptname;
      SFXPRChannel = this[sound].play();
      SFXPRChannel.addEventListener(Event.SOUND_COMPLETE, promptIsFinished);
    }
    

    Then in promptIsFinished you should remove the listener.

    function promptIsFinished(evt:Event):void
    {
        evt.currentTarget.removeEventListener(evt.type, promptIsFinished);
        Wait(false);
    }
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a bit of a question that has been bothering me for a
I have a bit of an issue with a toggle visibility function which operates
I am facing a bit of a quandary, I need to replace a new
I have this bit of javascript written with jQuery 1.2.5. It's contained inside the
I have bit of a strange problem. In have a MovieClip i resize, but
i have bit of code that causes an underflow: var t1, t2, delta: DWORD:
I have a question regarding how initialization vector works on cryptography. I have bit
I have a bit of a pickle here and wonder if anyone can give
I have a bit of Javascript code that creates a save friendly version of
I have a bit of an architecture problem here. Say I have two tables,

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.