MultiShot while events
As I understand it the multishots currently don't fire whileplaying and whileloading (only the first instance of hte sound at any given moment does), but they fire the other events as per normal. Perhaps it would be nice to implement these as well.
For instance, to allow backward compatibility you could make the events:
sound.MultiShot.whilePlaying(playcount){ ... }
For instance, to allow backward compatibility you could make the events:
sound.MultiShot.whilePlaying(playcount){ ... }
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Inappropriate?A sound can have "play" called multiple times, but only one set of progress/loading items are actually tracked. I think I did this to keep things simple, but there may be an issue or limitation with the way I'm tracking the "soundChannel" instances created when playing a sound in Flash 9 on the AS3 side of things.
Flash 8 doesn't even have soundChannel objects from what I recall, so it's out of the question.
If you need to play the same sound multiple times and wish to have distinct timelines or events, my recommendation is to create separate sound objects.
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Inappropriate?SoundManager 2.95a.20090717 now has "multiShotEvents", which enables multiShot events as supported. Currently, only onfinish() is the one that will fire multiple times, but it's a start. ;)
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