HOla, este el codigo de un reproductor de mp3, me gustaria que empieze a tocar automaticamente y no que haya que apretar play para empezar a tocar y cada vez que se cambia de tema tambien. No se como hacerlo.
agradezco cualquier ayuda .
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sonido no empieza HOla, este el codigo de un reproductor de mp3, me gustaria que empieze a tocar automaticamente y no que haya que apretar play para empezar a tocar y cada vez que se cambia de tema tambien. No se como hacerlo. agradezco cualquier ayuda . |
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data_xml = new XML(); data_xml.ignoreWhite = true; data_xml.onLoad = ladeDaten; data_xml.load(playlist); function ladeDaten(success) { if (success) { aPath = new Array(); songTitel = new Array(); songArtist = new Array(); songCover = new Array(); audioTracks = new Array(); audioTracks = this.firstChild.childNodes; totalAudio = audioTracks.length; for (var i=0; i<totalAudio; i++) { if (audioTracks[i].nodeName == "song") { aPath.push(audioTracks[i].attributes.path); songTitel.push(audioTracks[i].attributes.title); songArtist.push(audioTracks[i].attributes.artist); songCover.push(audioTracks[i].attributes.bild); } } AudioPath = aPath[0]; titel = songTitel[0]; artist = songArtist[0]; aktAudio = 1; trackAnzeige = aktAudio+" / "+totalAudio; status = "Status: playlist - Loaded"; if (playerlook) setCover(0); erstesBild = true; } else { status = "Status: PlayList - Not loaded"; } delete audioTracks; delete data_xml; } // StreamSignal Prüfen if (StreamSignal) { sback_mc._visible = 0; svor_mc._visible = 0; } // Rückwärts function ruck(diff) { pausgabe = MySound.position - diff; MySound.stop(); MySound.start(pausgabe/1000,0); } // Vorwärts function vor(diff) { pausgabe = MySound.position + diff; MySound.stop(); MySound.start(pausgabe/1000,0); } // Lautstärke und Balance Ausgangswerte volume = 100; balance = 0; // Playschalter play_btn.onRelease = function() { if (pauseSignal == true) { MySound.start(pausePos, 0); pauseSignal = false; playSignal = true; delete pausePos; kugel_mc._visible = 1; } else { MySound = new Sound(); if (volstatus < volume) { volume = volstatus; } else if (volstatus > volume) { volume = volstatus; } else if (volstatus == 100) { volume = 100; } if (balstatus < balance) { balance = balstatus; } else if (balstatus > balance) { balance = balstatus; } else if (balstatus == 0) { balance = 0; } MySound.loadSound(AudioPath, StreamSignal); MySound.setVolume(volume); MySound.setPan(balance); MySound.onSoundComplete=function(){ kugel_mc._visible = 0; playSignal = false; status = "Status: stopped"; } volstatus = volume; balstatus = balance; pauseSignal = false; playSignal = true; wahlSignal = false; _parent.onEnterFrame = function() { total = MySound.getBytesTotal(); geladen = MySound.getBytesLoaded(); if (geladen != total) { if (geladen != undefined && total != undefined) { status = "Status: " + Math.round((geladen*100/total)) + "% loaded"; } mc._xscale = Math.round((geladen*100/total)); } else { status = "Status: 100% Loaded"; delete _parent.onEnterFrame; kugel_mc._visible = 1; if (!StreamSignal) { MySound.start(pausePos, 0); } } } } } play_btn.onRollOver = function() { status = "Status: load / play song"; } play_btn.onRollOut = function() { status = (playSignal) ? status = "Status: playing" : status = "Status: stopped"; } // Stop Schalter stop_btn.onRelease = function() { MySound.stop(); playSignal = 0; delete pausePos; kugel_mc._visible = 0; } stop_btn.onRollOver = function() { status = "Status: stop playing"; } stop_btn.onRollOut = function() { status = (!playSignal) ? status = "Status: stopped" : status = "Status: playing"; } // Pause Schalter pause_btn.onRelease = function() { if (!wahlSignal) { pausePos = MySound.position/1000; MySound.stop(); pauseSignal = true; playSignal = false; kugel_mc._visible = 0; status = "Status: press play"; } } pause_btn.onRollOver = function() { status = (!pauseSignal) ? status = "Status: pause playing" : status = "Status: press play"; } pause_btn.onRollOut = function() { status = (!playSignal) ? status = "Status: stopped" : status = "Status: playing"; } // Nächster Schalter next_btn.onRelease = function() { if (aktAudio<totalAudio) { aktAudio += 1; AudioPath = aPath[aktAudio-1]; titel = songTitel[aktAudio-1]; artist = songArtist[aktAudio-1]; MySound.stop(); playSignal = 0; pauseSignal = 0; wahlSignal = 1; delete pausePos; kugel_mc._visible = 0; trackAnzeige = aktAudio+" / "+totalAudio; status = "Status: stopped - press play"; setCover(aktAudio-1); } } next_btn.onRollOver = function() { dstatus = status; status = "Status: load next song"; } next_btn.onRollOut = function() { if (status != "Status: stopped - press play") status = dstatus; } // Vorheriger Schalter prev_btn.onRelease = function() { if (aktAudio>1) { aktAudio -= 1; AudioPath = aPath[aktAudio-1]; titel = songTitel[aktAudio-1]; artist = songArtist[aktAudio-1]; MySound.stop(); playSignal = 0; pauseSignal = 0; wahlSignal = 1; delete pausePos; kugel_mc._visible = 0; trackAnzeige = aktAudio+" / "+totalAudio; status = "Status: stopped - press play"; setCover(aktAudio-1); } } prev_btn.onRollOver = function() { dstatus = status; status = "Status: load prev song"; } prev_btn.onRollOut = function() { if (status != "Status: stopped - press play") status = dstatus; } // Zeit Schalter zeit_btn.onRelease = function() { zeitSignal = !zeitSignal; } zeit_btn.onRollOver = function() { dstatus = status; status = "Status: Total / " +t_TrackZeit.total +" - switch timedisplay "; } zeit_btn.onRollOut = function() { status = dstatus; } // Drag Schalter drag_btn.onPress = function() { startDrag(this._parent, false); } drag_btn.onRelease = drag_btn.onReleaseOutside = function() { stopDrag(); } drag_btn.onRollOver = function() { dstatus = status; status = "Status: drag 'n' drop"; } drag_btn.onRollOut = function() { status = dstatus; } // Look Schalter look_btn.onPress = function() { if (_currentFrame == 2) { cover_mc._visible = 0; gotoAndStop(3); } else { cover_mc._visible = 1; gotoAndStop(2); setCover(aktAudio-1); } } look_btn.onRollOver = function() { dstatus = status; status = "Status: change look - simple/extended"; } look_btn.onRollOut = function() { status = dstatus; } // Credits/Logo Schalter fslogo_btn.onPress = function() { fslogo_mc._visible = !fslogo_mc._visible; } fslogo_btn.onRollOver = function() { dstatus = status; status = "Status: player - credits"; } fslogo_btn.onRollOut = function() { status = dstatus; } // Credits/Logo Clip (Ausgangszustand) fslogo_mc._visible = 0; fslogo_mc.onRelease = function() { getURL("http://www.flashstar.de","_blank"); } // Equalizer Schalter kugel_mc._visible = 0; // Display onEnterFrame = function () { _global.dauer = int(MySound.duration/1000); _global.position = int(MySound.position/1000); // Total Zeit t_TrackZeit = {}; t_TrackZeit.minutes = int(_global.dauer/60); t_TrackZeit.seconds = int(_global.dauer%60); t_TrackZeit.total = checkDigits(t_TrackZeit.minutes)+":"+ checkDigits(t_TrackZeit.seconds); // Bereits b_TrackZeit = {}; b_TrackZeit.minutes = int((_global.position)/60); b_TrackZeit.seconds = int((_global.position)%60); b_TrackZeit.total = checkDigits(b_TrackZeit.minutes)+":"+ checkDigits(b_TrackZeit.seconds); // Noch zu Spielen n_TrackZeit = {}; n_TrackZeit.minutes = int((_global.dauer - _global.position )/ 60); n_TrackZeit.seconds =int(( _global.dauer - _global.position )%60); n_TrackZeit.total = checkDigits(n_TrackZeit.minutes)+":"+ checkDigits(n_TrackZeit.seconds); // Ausgabe sBalken("smc"); if (zeitSignal) { display =n_TrackZeit.total; } else { display =b_TrackZeit.total; } // Trackslider if (trackDrag != true) regler_mc._x = (MySound.position / MySound.duration) * sliderMax; } // Zweistelligkeit function checkDigits(pWert) { return (pWert<10) ? pWert="0"+pWert : pWert; } // Statusanzeige (Balken) function sBalken(obj) { prozent = _global.position*100/_global.dauer; this[obj]._xscale = prozent; prozent = parseInt(prozent)+"%"; } // Doppelclick movieclip.prototype.dClick = function(tempo) { if (getTimer()-clickZeit<=tempo) return true; clickZeit = getTimer(); } // Prüfen des Komponenten Parameters playerlook // (Simple/Extended Version) if (!playerlook) gotoAndStop(3); // Direkt Wahl function setzeDirektwahl() { for (var j=1; j <= 12; j++) { this["dw" + j + "_btn"].nrtxt = j; } } function setzeAudiowahl(pAkt) { trace(pAkt); aktAudio = pAkt; AudioPath = aPath[aktAudio-1]; titel = songTitel[aktAudio-1]; artist = songArtist[aktAudio-1]; MySound.stop(); playSignal = 0; pauseSignal = 0; wahlSignal = 1; delete pausePos; kugel_mc._visible = 0; trackAnzeige = aktAudio+" / "+totalAudio; status = "Status: stopped - press play"; setCover(aktAudio-1); } // Trackslider trackDrag = false; sliderMax = bigdisplay_mc._width; regler_mc.onPress = function() { if (this._parent.MySound) { trackDrag = true; startDrag(this,false,0,this._y, sliderMax,this._y); this._parent.onMouseMove = function() { updateAfterEvent() }; } } regler_mc.onRelease = regler_mc.onReleaseOutside = function() { if (this._parent.MySound) { trackDrag = false; delete this._parent.onMouseMove; stopDrag(); neuePosition = (this._x * (MySound.duration / 1000)) / sliderMax; pausePos = neuePosition; MySound.stop(); MySound.start(neuePosition, 0); kugel_mc._visible = 1; status = "Status: playing"; dstatus = status; playSignal = true; pauseSignal = false; } } regler_mc.onRollOver = function() { dstatus = status; status = "Status: Drag Slider"; } regler_mc.onRollOut = function() { status = dstatus; } |