instead of: aySound ('sound. Is playing: falseĪt (GreenfootUtil.java:532)Īt (SoundFactory.Chapter 4 - Finishing the Crab Game Bruce ChittendenĤ.1 Adding Objects Automatically Right Click on CrabWorld and Select Open editorĬode 4.1 import greenfoot. To stop it or pause it you have to use the class GreenfootSound. Is playing: falseĪt (SoundExceptionHandler.java:66)Īt (SoundFactory.java:115)Īt (SoundFactory.java:130)Īt (Greenfoot.java:163)Īt Asteroids.check_hit(Asteroids.java:48)Īt (Simulation.java:507)Īt (Simulation.java:470)Īt (Simulation.java:204)Īt (Simulation.java:194)Ĭaused by: java.io.FileNotFoundException: Could not find file: file: break.mp3. If you want the sound to stop you have to use the class GreenfootSound. I have put my sound file into the same folder. : Could not open sound file: file: break.mp3. There are only 2 sound files provided in the resources sound file folder, ie 'au.wav' and 'slurp.wav'. If you ever want to pause/stop the sound, you should create a GreenfootSound object and keep a reference to it. To gain more control over the music, you must create and retain a GreenfootSound object in a field so you can call methods of the. The parameter has to be a String: aySound ('Megalovania.mp3') The method name doesnt represent what it does, though. It will only stop when you re-compile or leave the app. GetWorld().addObject(new Asteroids(size/2, Greenfoot.getRandomNumber(3) + 1, Greenfoot.getRandomNumber(45) + 45, Greenfoot.getRandomNumber(360)), getX(), getY()) If you are using aySound ('Theme1.mp3') to start the music, then because you do not retain a reference to the sound, you cannot stop it. Let us say you ran the code above and the output was The sound took 4.263 seconds to play. If you need to keep a reference of its length, just add it directly as an instance field. If(split.isPlaying()) aySound("" + split) I know how to make sound stop before it changes to a different world but I need to be able to change it after because I want the music between the first three levels to be continuous but the Boss level needs to change sound and I dont want the normal level sound playing over it. The play length is not something that can change. Ah i see, hmm it says expected after the Volume in setVolume.Public Asteroids(int size, int move, int direction, int rotation) GreenfootSound sound new GreenfootSoun ('GunShoot2.wav') // create a sound object tVolume (25) // adjust the volume of the sound ay () // play the sound. Viewed 236 times 0 I am working on a simple car game on greenfoot and I wanna add an alert sound if my car is getting closer to a truck. Greenfoot Tutorial 9 - Playing Sound on Event - YouTube 0:00 / 2:15 Greenfoot Tutorial 9 - Playing Sound on Event Firchild 7. They appear just fine in the world, but when I click on them, nothing happens. Part of the functionality provided by this class is the ability to retrieve keyboard input. I added the objects by using 2 arrays one for their images and one for their sounds. Ask Question Asked 3 years, 10 months ago. The exercise is a very simple one: make 5 smileys appear in the world and have them play a sound when you click on them (each emoticon has its own sound). GreenfootSound split = new GreenfootSound("break.mp3") Greenfoot play sound if an object of class type is getting closer with a distance to another class object.
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