ࡱ> Root Entryp|YrRASHpNY@ContentsIHP 1 1256944363.X4S 1 1256944364,/0123456789:;<=>?@ABCDEFGHJKLMNOPQRS^_`abcdeghijklmnopqrstRoot Entryp|YrRASH7Y@Contents%HP 1 1256944363 6S 1 1256944364,  !"#$&'()*+TUVWXYZ[\]fuvwxyz{|}~ CPicPage CPicLayer CPicFrame CPicShapep YYY  fff(00h0h?"YYY ,@fffhh00h0h?@KYYY h|fff00h0h?xX Calque 1OOCPicPage CPicLayer CPicFrame0bbbBjMMMĻMMM@000@00?" Calque 1OO I_btn3?;CPicPage CPicLayer CPicFrame CPicButtonp :btn1! }ybtn2 1  I_btn3v9 ]]v9  ]btnv2 9 ]] 9  3btnv1?; btns3333< 0003 000&3& 000 3,00J g4N?@,?@*?k6 btns_textes CPicSprite ` 2><component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Squence 1' oldCopiedComponentPath='1'> </component> ?"T barre_supportO ` d barre_loaded<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Squence 1' oldCopiedComponentPath='2'> </component> ?~ barre_loadedOO k` R < barre_played<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Squence 1' oldCopiedComponentPath='3'> </component> ?h barre_played3 ` 2g barreclick<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Squence 1' oldCopiedComponentPath='4'> </component> ?_ barre_clickOCPicText 9 pourcent |Arial(C100 R |Arial(C%  joue |Arial(C100  0 |Arial(Cs  t@volt |Arial(C vj! @ ,Arial(CDawlin's Player For Kommunauty333@@@@I?d?J textes_diversOO?ilAf = "canttouch.mp3"; //auparavant je dclare ma petite fonction arrondir dont j'aurais besoin //arrondir(x, y); //On arrondi x y chiffres aprs la virgule : arrondir = function(vnombre,vvirgule){ nombre = vnombre; //10 puissance vvirgule, vvirgule tant le nombre qu'on veut de chiffres aprs la virgule virgule = Math.pow(10,vvirgule); arrondi=(Math.round(nombre*virgule))/virgule; return(arrondi); } //On cre une variable de type Sound... //La fonction new ... c'est pour crer une nouvelle variable vide de type ... son = new Sound(); //chargement externe dans la variable son son.loadSound(f); //chargement interne dans la blibli (qu'on ne met pas) : //son.attachsound("occurence blibliotheque"); //Ici,on va attendre que au moins 10 secondes de la chanson soient charges pour play son.setBufferTime(10); //mais a ne marche pas car il veut absolument qu'on ai charg la chanson 100%... je sais pas pourquoi o_O //Le volume ! important : vol = 60; son.setVolume(vol); //Et puis pour le champ de texte avec le volume, c'est + lisible : volt = vol/10; //La position (o on en est dans la chanson) p = 0; //on initialise la taille de la barre_played barre_played._width= 0.1; //on met boolean pour viter que quand on clique 5 fois sur play, a play 5 fois par dessus var bool:Boolean = false; //Le bouton 1 (play) quand on clic ... btn1.onPress = function() { //Si la position du son est gale la dure du son, on la remet zro if(son.position == son.duration) { p = 0; } //on vrifie si la lecture est autorise if(bool == false){ //on start le son partir de la position p son.start(p/1000); //puis on l'interdis bool = true; } //Pourquoi /1000 ? parceque p est en millime } //Bouton 2 (pause) : btn2.onPress = function() { //On arrete le son son.stop(); //on stock la position dans p pour quand on recliquera sur play p = son.position; // on autorise la lecture bool = false; } //Bouton 3 (stop) : btn3.onPress = function() { //On arrete le son son.stop(); //on remet la position 0 p = 0 // on autorise la lecture bool = false; } this.onEnterFrame = function(){ //Variable avec le total des bytes total = son.getBytesTotal(); //variable avec les bytes charges loaded = son.getBytesLoaded(); //On en fait un pourcentage arrondi la virgule pourcent = arrondir((loaded/total)*100,0); //et on donne a comme taille barre_loaded (*2 parceque ma barre fait 200 et non 100px) barre_loaded._width = pourcent*2; //passons la barre_played, mme dmarche total2 = son.duration; played = son.position; //cette fois-ci on arrondi pas pour plus de fluidit pourcent2 = (played/total2)*100; //et on donne la taille : barre_played._width = pourcent2*2; //et pour le champ de texte, on lui arrondi joue = arrondir(son.position/1000,0); } //et puis bon, on s'ajoute des boutons de volumes ! btnv1.onPress = function(){ //On ajoute 10 (parceque 1 en flash a vaut pas beaucoup) vol += 10; //on simplifie pour le champ de texte volt = vol/10; //et on le soumet au volume : son.setVolume(vol); //on pourrait mettre une limite, mais on le pense pas nos visiteurs, et on va les laisser se dmonter les tympans } btnv2.onPress = function(){ //On enlve 10 (parceque 1 en flash a vaut pas beaucoup) vol -= 10; //on simplifie pour le champ de texte volt = vol/10; //et on le soumet au volume : son.setVolume(vol); } //quand on clique sur la barre... barreclick.onPress = function(){ // on capte la position en _x de la souris par rapport la barre px = this._xmouse; // soit barreclick._xmouse // on fait une rgle de 3 : // la position dans la chanson gale la position en _x * la dure du son le tout / la largeur de la barre p = (px*son.duration)/this._width; // on arrte le son pour viter la double lecture, son.stop(); //et on relance le son ! son.start(p/1000); } /* Note : on pourrait faire comme mon copain, un bouton qu'on peut draguer l'horizontale et que le volume et gale bouton._x au lieu de faire juste des boutons + et -... voir... */ ACTIONSO rJ btn_samplerJrJrJS 2 1256945098barrex&H=..\..\Mes 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barre_played3 ` 2g barreclick<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Squence 1' oldCopiedComponentPath='4'> </component> ?_ barre_clickOCPicText 9 pourcent |Arial(C100 R |Arial(C%  joue |Arial(C100  0 |Arial(Cs  t@volt |Arial(C vj! @ ,Arial(CDawlin's Player For Kommunauty333@@@@I?d?J textes_diversOO?ilgf = "canttouch.mp3"; //auparavant je dclare ma petite fonction arrondir dont j'aurais besoin //arrondir(x, y); //On arrondi x y chiffres aprs la virgule : arrondir = function(vnombre,vvirgule){ nombre = vnombre; //10 puissance vvirgule, vvirgule tant le nombre qu'on veut de chiffres aprs la virgule virgule = Math.pow(10,vvirgule); arrondi=(Math.round(nombre*virgule))/virgule; return(arrondi); } //On cre une variable de type Sound... //La fonction new ... c'est pour crer une nouvelle variable vide de type ... son = new Sound(); //chargement externe dans la variable son son.loadSound(f); //chargement interne dans la blibli (qu'on ne met pas) : //son.attachsound("occurence blibliotheque"); //Ici,on va attendre que au moins 10 secondes de la chanson soient charges pour play son.setBufferTime(10); //mais a ne marche pas car il veut absolument qu'on ai charg la chanson 100%... je sais pas pourquoi o_O //Le volume ! important : vol = 60; son.setVolume(vol); //Et puis pour le champ de texte avec le volume, c'est + lisible : volt = vol/10; //La position (o on en est dans la chanson) p = 0; //on initialise la taille de la barre_played barre_played._width= 0.1; //on met boolean pour viter que quand on clique 5 fois sur play, a play 5 fois par dessus var bool:Boolean = false; //Le bouton 1 (play) quand on clic ... btn1.onPress = function() { //Si la position du son est gale la dure du son, on la remet zro if(son.position == son.duration) { p = 0; } //on vrifie si la lecture est autorise if(bool == false){ //on start le son partir de la position p son.start(p/1000); //puis on l'interdis bool = true; } //Pourquoi /1000 ? parceque p est en millime } //Bouton 2 (pause) : btn2.onPress = function() { //On arrete le son son.stop(); //on stock la position dans p pour quand on recliquera sur play p = son.position; // on autorise la lecture bool = false; } //Bouton 3 (stop) : btn3.onPress = function() { //On arrete le son son.stop(); //on remet la position 0 p = 0 // on autorise la lecture bool = false; } this.onEnterFrame = function(){ //Variable avec le total des bytes total = son.getBytesTotal(); //variable avec les bytes charges loaded = son.getBytesLoaded(); //On en fait un pourcentage arrondi la virgule pourcent = arrondir((loaded/total)*100,0); //et on donne a comme taille barre_loaded (*2 parceque ma barre fait 200 et non 100px) barre_loaded._width = pourcent*2; //passons la barre_played, mme dmarche total2 = son.duration; played = son.position; //cette fois-ci on arrondi pas pour plus de fluidit pourcent2 = (played/total2)*100; //et on donne la taille : barre_played._width = pourcent2*2; //et pour le champ de texte, on lui arrondi joue = arrondir(son.position/1000,0); } //et puis bon, on s'ajoute des boutons de volumes ! btnv1.onPress = function(){ //On ajoute 10 (parceque 1 en flash a vaut pas beaucoup) vol += 10; //on simplifie pour le champ de texte volt = vol/10; //et on le soumet au volume : son.setVolume(vol); //on pourrait mettre une limite, mais on le pense pas nos visiteurs, et on va les laisser se dmonter les tympans } btnv2.onPress = function(){ //On enlve 10 (parceque 1 en flash a vaut pas beaucoup) vol -= 10; //on simplifie pour le champ de texte volt = vol/10; //et on le soumet au volume : son.setVolume(vol); } //quand on clique sur la barre... barreclick.onPress = function(){ // on capte la position en _x de la souris par rapport la barre px = this._xmouse; // soit barreclick._xmouse // on fait une rgle de 3 : p = (px*son.duration)/this._width; } /* Note : on pourrait faire comme mon copain, un bouton qu'on peut draguer l'horizontale et que le volume et gale bouton._x au lieu de 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