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Old 06-29-2009, 16:34   #1
DCuche
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Help Please Try this!.. it's an error in Flash in Cowon S9!

Hi there, I know this is not the place for problems, but I'm a game and apps flash developer, and have recently found a very simple problem with very big consequences!!

I've done some programs, only to realize that they don't work properly in the cowon S9.. =(, but I've found the source of the problem!

I seem to have find out that the function "onSoundComplete()" does not work in the cowon S9!

Have anyone used this funcion before on the Cowon S9?
Can you try the file I've attached?

It's very simple, just a text area, and a play button.

see how it works in this webpage:
http://www.dcuche.com/ctest.html

When you open it, it plays a sound, and then says "Completed!" when it's completed. Then every time you hit Play it says "Played!" and then "Completed!" again.

For some reason, and I've tried all kinds of versions of flash player, in the cowon S9 you never see the "Completed!" message!


Can you try if the "Completed!" message appears on your cowon s9?

THANKS!
Attached Files
File Type: zip cowonS9test.zip (36.7 KB, 0 views)
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Old 06-29-2009, 16:49   #2
Claw
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Sound does not work in S9's flash -its explicitly stated in Cowon's coding manual. This is likely due to the firmware not exposing the sound driver/device to Flash VM. If you use Flash Browser, the firmware will then reroute sound driver to Flash ... so it actually depends ...if you're accessing from Flash Browser i should work, but it will not work any other way.
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Old 06-29-2009, 16:55   #3
DCuche
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Quote:
Originally Posted by Claw View Post
Sound does not work in S9's flash -its explicitly stated in Cowon's coding manual. This is likely due to the firmware not exposing the sound driver/device to Flash VM. If you use Flash Browser, the firmware will then reroute sound driver to Flash ... so it actually depends ...if you're accessing from Flash Browser i should work, but it will not work any other way.
It's for apps running in the Flash Browser.
Sound Plays fine, it's just the onSoundComplete() functions that does not work, but the attachSound() and sound.start() have no problem ar all.


=(
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Old 06-29-2009, 19:02   #4
santoki
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quick question. Is that sound dynamic? or will it always be the same?
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Old 06-29-2009, 19:22   #5
DCuche
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Quote:
Originally Posted by santoki View Post
quick question. Is that sound dynamic? or will it always be the same?
This is the code in the file (the .fla is included):

var my_sound:Sound = new Sound();
my_sound.attachSound("coin.mp3");
my_sound.onSoundComplete = function() {
cTexto.text += "Completed!!\n";
};
my_sound.start();

It uses the sound "coin.mp3" from the library.

My solution (if anyone interested), I created a script that generated a list of all the durations of the sounds in my library (cause there's a lot), and then created an Array with all the durations of the sounds by their names.

Then, instead of using onSoundComplete(); I would use:

setTimeout(soundCompleteFunction, soundDuration);

And soundDuration is a variable stored, cause no other sound functions seem to work on the S9 as well, like "sound.stop();" and "sound.duration", that's why I had to store the durations first.


Anyway, it's not the best solution, but without the Sound Class properly working, it's the only one I can think of.
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Old 06-29-2009, 19:52   #6
santoki
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You stole my words. In fact, that's exactly how I did some of the functions related to the game flight.
setTimeout(); was my only redeeming way to execute after the duration of a sound.
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Old 06-29-2009, 21:45   #7
GeGeGwAdA
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DCuche you seems to be new right here. Welcome in this great forum
It's nice to see three of the greater programmers of this forum having a private discution (that i understand as well as Chinese XD)
Have fun guys
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Old 06-29-2009, 21:57   #8
DCuche
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Indeed I'm new..
I'm from Chile (south america?.. anyone?) so getting a S9 all the way over here was a hard thing to achieve =P

Hope I can contribute in any way in the days to come.. =)

Cheers!
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