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Stop sound.play on button click — Gideros Forum

Stop sound.play on button click

myspsmysps Member
edited March 2013 in Game & application design
So I have sound buttons and works great until I click the next button. The sound continues.. I'm not sure how to stop :/

Still learning.. If anyone could point me in understanding why?
Page10 = gideros.class(Sprite)
 
-- duck
 
function Page10:init( pageNo, parent)
	self.no = pageNo
 
	self.background = Bitmap.new(TextureRegion.new(Texture.new("gfx/duckback.jpg", true)))	
 
	self.rooster =  Bitmap.new(TextureRegion.new(Texture.new("gfx/roosterwood.png", true )))	
	self.rooster:setX(0)
	self.rooster:setY(450)
 
	self.ball =  Bitmap.new(TextureRegion.new(Texture.new("gfx/duck.png", true)))	
	self.ball:setX(250)
	self.ball:setY(0)	
	self.ball.scaleX = 1
	self.ball.inc = -0.001
 
    self.buttonup =  Bitmap.new(TextureRegion.new(Texture.new("gfx/1-up.png", true)))	
	self.buttonup:setX(20)
	self.buttonup:setY(695)
 
	 self.buttonup2 =  Bitmap.new(TextureRegion.new(Texture.new("gfx/2-up.png", true)))	
	self.buttonup2:setX(110)
	self.buttonup2:setY(695)
 
 
	self:addChild(self.background)
	self:addChild(self.rooster)	
	self:addChild(self.buttonup)
	self:addChild(self.buttonup2)
	self:addChild(self.ball)
 
	self.sound = Sound.new("mp3/Japanese/cat.mp3")
 
 
	self.rooster.isMoving = false
 
	self:addEventListener(Event.ADDED_TO_STAGE, self.onAddedToStage, self)	
	self:addEventListener(Event.REMOVED_FROM_STAGE, self.onRemovedFromStage, self)	
 
end
 
function Page10:onAddedToStage()
	-- we need mouse functions to interact with the rooster
	self:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
	self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
	self:addEventListener(Event.MOUSE_MOVE, self.onMouseMove, self)
	self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
 
end
 
function Page10:onRemovedFromStage()
 
	self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end	
 
 
 
 
 
 
function Page10:onMouseDown(event)
	-- touch event begins here. you need to get the initial x and y, we will use them later
	if (self.rooster:hitTestPoint(event.x, event.y) == true) then 
		self.rooster.isMoving = true
		self.rooster.x0 = event.x
		self.rooster.y0 = event.y
		print("rooster")
 
 
	elseif (self.buttonup2:hitTestPoint(event.x, event.y) == true) then 
		self.sound:play()
 
	elseif (self.buttonup:hitTestPoint(event.x, event.y) == true) then 
		self.sound:play()
	end
 
 
 
 
 
end		
 
function Page10:onMouseUp(event)
	-- touch event ends here. we must get out of the mode.
	if (self.rooster.isMoving == true) then  self.rooster.isMoving = false end
 
end		
 
function Page10:onMouseMove(event)
 
	if (self.rooster.isMoving == true) then  
		-- calculate the difference
		local dx = event.x - self.rooster.x0
		local dy = event.y - self.rooster.y0
		--store the new x,y of touch coordinates
		self.rooster.x0 = event.x
		self.rooster.y0 = event.y
		--set the new coordinates
		self.rooster:setX(dx + self.rooster:getX())
		self.rooster:setY(dy + self.rooster:getY())
	end
 
end		
 
 
 
 
function Page10:onEnterFrame(event)
	self.ball.scaleX = self.ball.scaleX  + self.ball.inc
	if (self.ball.scaleX < 0.90) and self.ball.inc < 0  then self.ball.inc = -self.ball.inc end 
	if (self.ball.scaleX > 1) and self.ball.inc > 0 then self.ball.inc = -self.ball.inc end 
	self.ball:setScaleX(self.ball.scaleX)
 
 
end


Comments

  • petecpetec Member
    If you use a sound channel to play the sound then you can stop the sound channel. So use something like
    self.soundChannel=self.sound:play()
    to play the sound and then
    self.soundChannel:stop()
    to stop it.
  • myspsmysps Member
    edited March 2013
    I'm trying but both sounds overlap. i still dont have an understanding of it
    function Page3:onMouseDown(event)
    	-- touch event begins here. you need to get the initial x and y, we will use them later
    	if (self.moon:hitTestPoint(event.x, event.y) == true) then 
    		self.moon.isMoving = true
    		self.moon.x0 = event.x
    		self.moon.y0 = event.y
    		print("moon")
     
    	elseif (self.buttonup2:hitTestPoint(event.x, event.y) == true) then 
    		self.soundChannel = self.sound:play()
     
     
    	elseif (self.buttonup:hitTestPoint(event.x, event.y) == true) then 
    		self.soundChannel  = self.sound2:play()
     
    	end
     
     
    		if (self.buttonup2:hitTestPoint(event.x, event.y) == true)
    	or (self.buttonup:hitTestPoint(event.x, event.y) == true)then
    		if playingSound == false then
    			print("play")
    			playingSound = true
    		end
    	end
    	function onSoundComplete(event)
    		print("sound end")
    		playingSound = false
                    self.soundChannel:stop()
    	end
    	if playingSound then
    		soundChannel:addEventListener(Event.COMPLETE, onSoundComplete)
    	end
     
    end
  • If the sounds overlap then you'll need to store their sound channels in different variables so you can access them. Also, in a few spots you're declaring global variables instead of keeping them in self. I marked a few spots with notes below, but I also don't see where you're trying to stop the sounds in this code.
    function Page3:onMouseDown(event)
    	-- touch event begins here. you need to get the initial x and y, we will use them later
    	if (self.moon:hitTestPoint(event.x, event.y) == true) then 
    		self.moon.isMoving = true
    		self.moon.x0 = event.x
    		self.moon.y0 = event.y
    		print("moon")
     
    	elseif (self.buttonup2:hitTestPoint(event.x, event.y) == true) then 
    		self.soundChannel = self.sound:play()
     
     
    	elseif (self.buttonup:hitTestPoint(event.x, event.y) == true) then 
                    -- NOTE: Change to self.soundChannel2 = 
    		self.soundChannel  = self.sound2:play()
     
    	end
     
     
    		if (self.buttonup2:hitTestPoint(event.x, event.y) == true)
    	or (self.buttonup:hitTestPoint(event.x, event.y) == true)then
    		if playingSound == false then
    			print("play")
    			playingSound = true
                            -- NOTE: change to self.channel or local if you don't need to use again
    			channel = page1Sound:play(0, 1)
    			channel:setVolume(1)
    		end
    	end
    	function onSoundComplete(event)
    		print("sound end")
    		playingSound = false
    	end
    	if playingSound then
                   -- NOTE: you probably want self.soundChannel here
    		soundChannel:addEventListener(Event.COMPLETE, onSoundComplete)
    	end
     
    end
  • myspsmysps Member
    Hmm. i guess thats my point. I have no clue where and how to stop the sound. I've been checking the sample code from the forums but don't have a clear understanding.

  • When do you want the sound to stop? You just need to call stop() on the sound channels like @petec said above. Just like your setVolume(1) call.
    self.soundChannel = self.sound2:play()
     
    function Page3:someEventHandler(e)
      if self.bDisableSound then
         self.soundChannel:stop()
      end
    end
  • myspsmysps Member
    Maybe I'm confusing myself? Maybe I should create a new function.

    Inside of the function Page3:onMouseDown(event)

    I have tried to add the sound channels.

    My idea is too add 7 mp3 sounds and on the mousedown I would like it to play the sound and if another button is clicked that sound will stop and the next will play on mousedown.

    does that make since?

  • zvardinzvardin Member
    Accepted Answer
    Ok, so you can only have one active sound? You can do something like this:
    -- this function is so we don't have to do the same check for each sound in our code
    function Page3:playSound(sound)
       if self.soundChannel and self.soundChannel:isPlaying() then
           self.soundChannel:stop()
       end
       self.soundChannel = sound:play()
    end
     
    function Page3:onMouseDown(event)
    	-- touch event begins here. you need to get the initial x and y, we will use them later
    	if (self.moon:hitTestPoint(event.x, event.y) == true) then 
    		self.moon.isMoving = true
    		self.moon.x0 = event.x
    		self.moon.y0 = event.y
    		print("moon")
     
    	elseif (self.buttonup2:hitTestPoint(event.x, event.y) == true) then 
                    self:playSound(self.sound)
    	elseif (self.buttonup:hitTestPoint(event.x, event.y) == true) then 
    		self:playSound(self.sound2)
    	end
     
     
     
     
    --[[ You don't need this section to test if the buttons were hit again, if self.soundChannel is true that means we have an active sound channel
    		if (self.buttonup2:hitTestPoint(event.x, event.y) == true)
    	or (self.buttonup:hitTestPoint(event.x, event.y) == true)then
    		if playingSound == false then
    			print("play")
    			playingSound = true
                            -- NOTE: change to self.channel or local if you don't need to use again
    			channel = page1Sound:play(0, 1)
    			channel:setVolume(1)
    		end
    	end
    --]]
     
     
    end

    This way we know if self.soundChannel has a value then there is a soundChannel to check and then we can check the if it's playing using isPlaying(). Hope this helps!
  • myspsmysps Member
    ok. i think i have it a little now.

    The sound function must be called first function Page3:playSound(sound)

    "sound"

    As it is not an event correct?

    Then I must create the variable. sound playing and then stopped ..

    Still wrapping my head around. thanks for the explanation. on to study more.

    thanks so much!
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