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[Gnash-commit] [bug #33888] Overlapping event sounds in super mario bros
From: |
Sandro Santilli |
Subject: |
[Gnash-commit] [bug #33888] Overlapping event sounds in super mario bros |
Date: |
Fri, 12 Aug 2011 20:00:01 +0000 |
User-agent: |
Mozilla/5.0 (X11; Linux x86_64; rv:5.0) Gecko/20100101 Firefox/5.0 |
Follow-up Comment #5, bug #33888 (project gnash):
According to Jan Flanders, calling .stop() on a Sound object which isn't
associated to a specific timeline should result in stopping _all_ sounds.
He gives this example:
var snd1:Sound = new Sound();//no target in the constructor
snd1.loadSound("sound1.mp3", true);
var snd2:Sound = new Sound();//no target in the constructor
snd2.loadSound("sound2.mp3", true);
//Problem:
snd1.stop();//this also stops sound2
//and stops all other sounds in the entire movie even though
//you explictly said: snd1.stop() (idem for setVolume() etc.)
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- [Gnash-commit] [bug #33888] Overlapping event sounds in super mario bros,
Sandro Santilli <=