You want to control sounds at runtime.
Create a new movie clip to
serve as the sound’s target
and then pass a reference to that clip to the
) constructor function (to create a new
Sound object). Alternatively, create and invoke
method that handles this process automatically.
Sound objects enable you
play sounds, and control the volume and panning of sounds within your
Flash movies. A
target a movie clip (
_root is also a valid
target). The audio that is controlled must be placed in the movie
clip’s timeline at authoring time or loaded into the
movie clip at runtime using
attachSound( ) or
loadSound( ). In
any case, it is possible for you to
place/load multiple sounds into a single movie clip, but doing so is
discouraged. The reason for this is that a
object controls the audio in the target movie clip as a whole, so it
is not possible to control each of the sounds separately if they are
all in the same movie clip. Therefore, it is better to place/load
each sound into its own movie clip and create a separate
Sound object to control each one.
When you create a new
Sound object, specify a
target movie clip. To control sounds in the current timeline, specify
this as the target.
// Incorrect. This does not work properly. mySound0_sound = new Sound( ); // Correct. This targets the current timeline. mySound1_sound = new Sound(this); ...