適用於 Adobe® Flash® Platform 的 ActionScript® 3.0 參考
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篩選: AIR 30.0 和更早版本, Flash Player 30.0 和更早版本, Flash Lite 4
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語言元素

全域常數
全域函數
運算子
陳述式、關鍵字和指令
特殊類型

附錄

新增內容
編譯器錯誤
編譯器警告
執行階段錯誤
移轉至 ActionScript 3
支援的字元集
僅限 MXML 標籤
移動 XML 元素
Timed Text 標籤
不建議元素清單
AccessibilityImplementation 常數
如何使用 ActionScript 範例
法律聲明
套件flash.media
類別public final class SoundChannel
繼承SoundChannel Inheritance EventDispatcher Inheritance Object

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

SoundChannel 類別會控制應用程式中的聲音。 每個聲音會指定一個聲道,而且應用程式可以有多個混合聲道。SoundChannel 類別含有 stop() 方法、監視聲道振幅 (音量) 的屬性,以及將 SoundTransform 物件指定給聲道的屬性。

檢視範例

相關 API 元素



公用屬性
 屬性定義自
 Inheritedconstructor : Object
類別物件的參照或是特定物件實體的建構函數。
Object
  leftPeak : Number
[唯讀] 左聲道的目前振幅 (音量),從 0 (靜音) 至 1 (最大振幅)。
SoundChannel
  position : Number
[唯讀] 當聲音正在播放時,position 屬性會以毫秒指出聲音檔案中目前正在播放的位置。
SoundChannel
  rightPeak : Number
[唯讀] 右聲道的目前振幅 (音量),從 0 (靜音) 至 1 (最大振幅)。
SoundChannel
  soundTransform : flash.media:SoundTransform
指定給聲道的 SoundTransform 物件。
SoundChannel
公用方法
 方法定義自
 Inherited
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
會在 EventDispatcher 物件註冊事件偵聽程式,以便讓偵聽程式收到事件的通知。
EventDispatcher
 Inherited
會將事件傳送到事件流程。
EventDispatcher
 Inherited
會檢查 EventDispatcher 物件是否有對特定的事件類型註冊偵聽程式。
EventDispatcher
 Inherited
指出物件是否有已定義的指定屬性。
Object
 Inherited
指出 Object 類別的實體是否位於指定為參數的物件原型鏈中。
Object
 Inherited
指出指定的屬性是否存在,以及是否可列舉。
Object
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
會從 EventDispatcher 物件移除偵聽程式。
EventDispatcher
 Inherited
為迴圈作業設定動態屬性的可用性。
Object
  
會停止在聲道中播放的聲音。
SoundChannel
 Inherited
傳回代表此物件的字串,根據地區特定慣例進行格式化。
Object
 Inherited
會傳回指定之物件的字串形式。
Object
 Inherited
會傳回指定之物件的基本值。
Object
 Inherited
檢查此 EventDispatcher 物件是否已註冊事件偵聽程式,或者此物件的任何祖系已為特定事件類型註冊事件偵聽程式。
EventDispatcher
事件
 事件 摘要 定義自
 Inherited[廣播事件] 當 Flash Player 或 AIR 應用程式取得作業系統焦點並成為作用中時傳送。EventDispatcher
 Inherited[廣播事件] 當 Flash Player 或 AIR 應用程式失去作業系統焦點並成為非作用中時傳送。EventDispatcher
  在聲音完成播放時傳送。SoundChannel
屬性詳細資訊

leftPeak

屬性
leftPeak:Number  [唯讀]

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

左聲道的目前振幅 (音量),從 0 (靜音) 至 1 (最大振幅)。



實作
    public function get leftPeak():Number

position

屬性 
position:Number  [唯讀]

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

當聲音正在播放時,position 屬性會以毫秒指出聲音檔案中目前正在播放的位置。當聲音停止或暫停時,position 屬性會指出聲音檔案中最後播放處。

常用的情況是在聲音停止時將 position 屬性的值儲存起來。 之後您可以從儲存的位置重新啟動,繼續播放聲音。

如果這個聲音已被循環,position 會在每次循環的開頭被重設為 0。



實作
    public function get position():Number

rightPeak

屬性 
rightPeak:Number  [唯讀]

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

右聲道的目前振幅 (音量),從 0 (靜音) 至 1 (最大振幅)。



實作
    public function get rightPeak():Number

soundTransform

屬性 
soundTransform:flash.media:SoundTransform

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

指定給聲道的 SoundTransform 物件。 SoundTransform 物件包含可用來設定音量、左右相位、指定左邊喇叭,以及指定右邊喇叭的屬性。



實作
    public function get soundTransform():flash.media:SoundTransform
    public function set soundTransform(value:flash.media:SoundTransform):void

相關 API 元素

方法詳細資訊

stop

()方法
public function stop():void

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

會停止在聲道中播放的聲音。


範例  ( 如何使用本範例 )

在下列範例中,使用者可以暫停並重新播放聲音檔。

建構函式中會載入聲音檔案 (這個範例假設該檔案與 SWF 檔在相同目錄中)。使用文字欄位做為按鈕,供使用者播放或暫停聲音。 當使用者選取 button 文字欄位時,會叫用 clickHandler() 方法。

clickHandler() 方法中,當使用者第一次選取文字欄位時,會設定開始播放該聲音,並將聲音指定給聲道。接著,當使用者選取文字欄位以暫停時,聲音將會停止播放。聲道的 position 屬性會記錄聲音停止時的位置。當使用者選取文字欄位重新開始播放之後,這個屬性可用來從該位置開始繼續播放聲音。每次呼叫 Sound.play() 方法,都會建立新的 SoundChannel 物件,並指定給 channel 變數。必須將 Sound 物件指定給 SoundChannel 物件,才能使用聲道的 stop() 方法暫停聲音。

package {
    import flash.display.Sprite;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.net.URLLoader;
    import flash.net.URLRequest;
    import flash.text.TextField;
    import flash.events.MouseEvent;
    import flash.text.TextFieldAutoSize;
            
    public class SoundChannel_stopExample extends Sprite {
        private var snd:Sound = new Sound();
        private var channel:SoundChannel = new SoundChannel();
        private var button:TextField = new TextField();

        public function SoundChannel_stopExample() {
            var req:URLRequest = new URLRequest("MySound.mp3");
            snd.load(req);
            
            button.x = 10;
            button.y = 10;
            button.text = "PLAY";
            button.border = true;
            button.background = true;
            button.selectable = false;
            button.autoSize = TextFieldAutoSize.CENTER;

            button.addEventListener(MouseEvent.CLICK, clickHandler);

            this.addChild(button);
        }

        private function clickHandler(e:MouseEvent):void {
            var pausePosition:int = channel.position;

            if(button.text == "PLAY") {
                channel = snd.play(pausePosition);
                button.text = "PAUSE";
            } 
            else {
                channel.stop();
                button.text = "PLAY";
            }
        }
    }
}
事件詳細資訊

soundComplete

事件
事件物件類型: flash.events.Event
屬性 Event.type = flash.events.Event.SOUND_COMPLETE

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9, Flash Lite 4

在聲音完成播放時傳送。

Event.SOUND_COMPLETE 常數會定義 soundComplete 事件物件的 type 屬性值。

這個事件具有下列屬性:

屬性
bubblesfalse
cancelablefalse;沒有要取消的預設行為指令。
currentTarget正主動使用事件偵聽程式處理 Event 物件的物件。
target聲音已完成播放的 SoundChannel 物件。

範例  ( 如何使用本範例 )

在下列範例中,使用者會從播放清單中選取歌曲,然後選取「播放」來依選取的順序播放歌曲。

建構函式中會定義一個用於存放歌曲清單的文字欄位,和用於選取開始播放的一行 (一般會使用按鈕控制播放,並使用清單方塊做為歌曲清單)。也會定義一個文字格式物件,在選取歌曲之後將歌曲字行的格式變更為斜體。當使用者選取文字欄位時,會叫用 clickHandler() 方法。

clickHandler() 方法中,文字欄位物件的 getLineIndexAtPoint() 會傳回使用者在該行選取的位置索引。getLineText() 方法會利用這個行索引取得文字的內容。 if 陳述式會檢查使用者是選取要播放,或是要將歌曲加入播放清單。如果使用者選取要播放,而且已選取歌曲,則會移除按一下滑鼠的事件偵聽程式,並呼叫 playNext() 方法開始播放歌曲。如果使用者選取的是歌名,則會將該行的內容加入 songList 陣列,並將該行的格式設定為斜體。

playNext() 方法會在陣列清單中重複執行,以載入和播放每首歌曲。歌曲也會指定給聲道。 當歌曲播放完畢,並傳送 Event.SOUND_COMPLETE 事件後,便會為聲道加入事件偵聽程式以做為回應。接著,soundCompleteHandler() 方法會叫用 playNext() 方法以播放下一首歌曲。這個程序會一再重複,直到列在陣列中的歌曲都播完為止。

package {
    import flash.display.Sprite;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import flash.events.MouseEvent;
    import flash.text.TextFormat;
    import flash.net.URLRequest;
    import flash.events.Event;
    import flash.events.IOErrorEvent;

    public class SoundChannel_event_soundCompleteExample extends Sprite {
        private var channel:SoundChannel = new SoundChannel();
        private var songList:Array = new Array();
        private var listTextField:TextField = new TextField();
        private var songFormat:TextFormat = new TextFormat();
        private var arrayIndex:int = 0;
        private var songSelected:Boolean = false;
        
        public function SoundChannel_event_soundCompleteExample() {
            
            listTextField.autoSize = TextFieldAutoSize.LEFT;
            listTextField.border = true
            listTextField.background = true;
            listTextField.text = "Song1.mp3\n" + "Song2.mp3\n" 
                                + "Song3.mp3\n" + "Song4.mp3\n" + "PLAY";
        
            songFormat.italic = true;
 
            listTextField.addEventListener(MouseEvent.CLICK, clickHandler);
                        
            addChild(listTextField);
        }
        
        private function clickHandler(e:MouseEvent):void {
            var index:int = listTextField.getLineIndexAtPoint(e.localX, e.localY);
            var line:String = listTextField.getLineText(index);
            var firstIndex:uint = listTextField.getLineOffset(index);
            var playLine:uint = listTextField.numLines - 1;

                if((index == playLine) && (songSelected == true)) {
                    listTextField.removeEventListener(MouseEvent.CLICK, clickHandler);
                    playNext();       

                } else if (index != playLine) {
                     songList.push(line.substr(0, (line.length - 1)));
                     listTextField.setTextFormat(songFormat, firstIndex, 
                                (firstIndex + listTextField.getLineLength(index)));     
                    songSelected = true;
                 }
        }

        private function playNext():void {
 
             if(arrayIndex < songList.length) {
                var snd:Sound = new Sound();
                snd.load(new URLRequest(songList[arrayIndex]));
                channel = snd.play();
                
                channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler);
                arrayIndex++;
 
            } else {
                songSelected = false;
                    
                while(arrayIndex > 0) {
                    songList.pop();
                    arrayIndex--;
                }
            }
        }    

        private function soundCompleteHandler(e:Event):void {
            playNext();
        }

        private function errorHandler(errorEvent:IOErrorEvent):void {
            trace(errorEvent.text);
        }
    }
}
SoundChannelExample.as

下列範例會載入 MP3 檔、播放該檔,並顯示在載入及播放 MP3 檔時發生的聲音事件之相關資訊。 Timer 物件會每隔 50 毫秒,提供播放磁頭位置的更新資訊。 若要執行此範例,請將名為 MySound.mp3 的檔案與 SWF 檔放置於相同的目錄中。
package {
    import flash.display.Sprite;
    import flash.events.*;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.net.URLRequest;
    import flash.utils.Timer;

    public class SoundChannelExample extends Sprite {
        private var url:String = "MySound.mp3";
        private var soundFactory:Sound;
        private var channel:SoundChannel;
        private var positionTimer:Timer;

        public function SoundChannelExample() {
            var request:URLRequest = new URLRequest(url);
            soundFactory = new Sound();
            soundFactory.addEventListener(Event.COMPLETE, completeHandler);
            soundFactory.addEventListener(Event.ID3, id3Handler);
            soundFactory.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
            soundFactory.addEventListener(ProgressEvent.PROGRESS, progressHandler);
            soundFactory.load(request);

            channel = soundFactory.play();
            channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler);

            positionTimer = new Timer(50);
            positionTimer.addEventListener(TimerEvent.TIMER, positionTimerHandler);
            positionTimer.start();
        }
        

        private function positionTimerHandler(event:TimerEvent):void {
            trace("positionTimerHandler: " + channel.position.toFixed(2));
        }

        private function completeHandler(event:Event):void {
            trace("completeHandler: " + event);
        }

        private function id3Handler(event:Event):void {
            trace("id3Handler: " + event);
        }

        private function ioErrorHandler(event:Event):void {
            trace("ioErrorHandler: " + event);
            positionTimer.stop();       
        }

        private function progressHandler(event:ProgressEvent):void {
            trace("progressHandler: " + event);
        }

        private function soundCompleteHandler(event:Event):void {
            trace("soundCompleteHandler: " + event);
            positionTimer.stop();
        }
    }
}




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