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			</script><div class="MainContent"><table class="classHeaderTable" cellpadding="0" cellspacing="0"><tr><td class="classHeaderTableLabel">Package</td><td><a href="package-detail.html" onclick="javascript:loadClassListFrame('class-list.html')">flash.media</a></td></tr><tr><td class="classHeaderTableLabel">Class</td><td class="classSignature">public final   class  SoundMixer</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">SoundMixer  <img src="../../images/inherit-arrow.gif" title="Inheritance" alt="Inheritance" class="inheritArrow"> <a href="../../Object.html">Object</a></td></tr></table><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p></p>
        The SoundMixer class contains static properties and methods for global sound control
in the application. The SoundMixer class controls embedded and streaming sounds in the application. 
it does not control dynamically created sounds (that is, sounds generated in response 
to a Sound object dispatching a
        <code>sampleData</code>
        event).
      <p></p><br/><hr></div><a name="propertySummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Properties</div><div class="showHideLinks"><div id="hideInheritedProperty" class="hideInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(false,'Property');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Properties</a></div><div id="showInheritedProperty" class="showInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(true,'Property');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Properties</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableProperty"><tr><th>&nbsp;</th><th colspan="2">Property</th><th>Defined By</th></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#bufferTime" class="signatureLink">bufferTime</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">[static] The number of seconds to preload an embedded streaming sound into a buffer before it starts 
     to stream.</div></td><td class="summaryTableOwnerCol">SoundMixer</td></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><a href="../../Object.html#constructor" class="signatureLink">constructor</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">A reference to the class object or constructor function for a given object instance.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><a href="../../Object.html#prototype" class="signatureLink">prototype</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">[static] A reference to the prototype object of a class or function object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#soundTransform" class="signatureLink">soundTransform</a> : <a href="../../flash/media/SoundTransform.html">SoundTransform</a><div class="summaryTableDescription">[static] The SoundTransform object that controls global sound properties.</div></td><td class="summaryTableOwnerCol">SoundMixer</td></tr></table></div><a name="methodSummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Methods </div><div class="showHideLinks"><div id="hideInheritedMethod" class="hideInheritedMethod"><a class="showHideLink" href="#methodSummary" onclick="javascript:setInheritedVisible(false,'Method');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Methods</a></div><div id="showInheritedMethod" class="showInheritedMethod"><a class="showHideLink" href="#methodSummary" onclick="javascript:setInheritedVisible(true,'Method');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Methods</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableMethod"><tr><th>&nbsp;</th><th colspan="2">Method</th><th>Defined By</th></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#areSoundsInaccessible()" class="signatureLink">areSoundsInaccessible</a>():<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">[static] Determines whether any sounds are not accessible due to security restrictions.</div></td><td class="summaryTableOwnerCol">SoundMixer</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#computeSpectrum()" class="signatureLink">computeSpectrum</a>(outputArray:<a href="../../flash/utils/ByteArray.html">ByteArray</a>, FFTMode:<a href="../../Boolean.html">Boolean</a> = false, stretchFactor:<a href="../../int.html">int</a> = 0):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">[static] Takes a snapshot of the current sound wave and places it into the specified ByteArray object.</div></td><td class="summaryTableOwnerCol">SoundMixer</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#hasOwnProperty()" class="signatureLink">hasOwnProperty</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an object has a specified property defined.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#isPrototypeOf()" class="signatureLink">isPrototypeOf</a>(theClass:<a href="../../Object.html">Object</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an instance of the Object class is in the prototype chain of the object specified 
  as the parameter.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#propertyIsEnumerable()" class="signatureLink">propertyIsEnumerable</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether the specified property exists and is enumerable.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#setPropertyIsEnumerable()" class="signatureLink">setPropertyIsEnumerable</a>(name:<a href="../../String.html">String</a>, isEnum:<a href="../../Boolean.html">Boolean</a> = true):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Sets the availability of a dynamic property for loop operations.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#stopAll()" class="signatureLink">stopAll</a>():<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">[static] Stops all sounds currently playing.</div></td><td class="summaryTableOwnerCol">SoundMixer</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#toString()" class="signatureLink">toString</a>():<a href="../../String.html">String</a></div><div class="summaryTableDescription">Returns the string representation of the specified object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#valueOf()" class="signatureLink">valueOf</a>():<a href="../../Object.html">Object</a></div><div class="summaryTableDescription">Returns the primitive value of the specified object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr></table></div><script language="javascript" type="text/javascript"><!--
                      showHideInherited();
                      --></script><div class="MainContent"><div class="detailSectionHeader">Property Detail</div><a name="propertyDetail"></a><a name="bufferTime"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">bufferTime</td><td class="detailHeaderType">property</td></tr></table><div class="detailBody"><code>bufferTime:<a href="../../int.html">int</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          The number of seconds to preload an embedded streaming sound into a buffer before it starts 
     to stream. The data in a loaded sound, including its buffer time,
     cannot be accessed by a SWF file that is in a different domain 
  unless you implement a cross-domain policy file. 
     For more information about security and sound, see the Sound class description.
  to stream.
          <span>The data in a loaded sound, including its buffer time,
  cannot be accessed by code in a file that is in a different domain 
  unless you implement a cross-domain policy file. However, in the application sandbox
  in an AIR application, code can access data in sound files from any source. 
  For more information about security and sound, see the Sound class description.</span>
          
          <p>
            The
            <code>SoundMixer.bufferTime</code>
            property only affects the buffer time 
     for embedded streaming sounds in a SWF and is independent of dynamically created 
     Sound objects (that is, Sound objects created in ActionScript). 
     The value of
            <code>SoundMixer.bufferTime</code>
            cannot override 
     or set the default of the buffer time specified in the SoundLoaderContext object 
     that is passed to the
            <code>Sound.load()</code>
            method.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public static function get bufferTime():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set bufferTime(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="Sound.html" target="">Sound</a></div></div><a name="propertyDetail"></a><a name="soundTransform"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">soundTransform</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>soundTransform:<a href="../../flash/media/SoundTransform.html">SoundTransform</a></code>&nbsp;&nbsp;[read-write] <p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>The SoundTransform object that controls global sound properties. A SoundTransform object
     includes properties for setting volume, panning, left speaker assignment, and right
     speaker assignment. The SoundTransform object used in this property provides final sound settings
     that are applied to all sounds after any individual sound settings are applied.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public static function get soundTransform():<a href="../../flash/media/SoundTransform.html">SoundTransform</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set soundTransform(value:<a href="../../flash/media/SoundTransform.html">SoundTransform</a>):<a href="../../specialTypes.html#void">void</a></code><br/><p><span class="label">See also</span></p><div class="seeAlso"><a href="SoundTransform.html" target="">SoundTransform</a></div></div><a name="methodDetail"></a><div class="detailSectionHeader">Method Detail</div><a name="areSoundsInaccessible()"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">areSoundsInaccessible</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td></tr></table><div class="detailBody"><code> public static function areSoundsInaccessible():<a href="../../Boolean.html">Boolean</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Determines whether any sounds are not accessible due to security restrictions. For example, 
     a sound loaded from a domain other than that of the content calling this method is not accessible if 
     the server for the sound has no URL policy file that grants access to
     the domain of that domain. The sound can still be loaded and played, but low-level
     operations, such as getting ID3 metadata for the sound, cannot be performed on 
     inaccessible sounds.
          <p>
            For AIR application content in the application security sandbox, calling this method always
     returns
            <code>false</code>
            . All sounds, including those loaded from other domains, are accessible
     to content in the application security sandbox.
          </p>
          
        </p><p></p><span class="label">Returns</span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20"></td><td><code><a href="../../Boolean.html">Boolean</a></code> &mdash; The string representation of the boolean.</td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="SoundMixer.html#computeSpectrum()" target="">computeSpectrum()</a></div></div><a name="computeSpectrum()"></a><a name="computeSpectrum(flash.utils.ByteArray,Boolean,int)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">computeSpectrum</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public static function computeSpectrum(outputArray:<a href="../../flash/utils/ByteArray.html">ByteArray</a>, FFTMode:<a href="../../Boolean.html">Boolean</a> = false, stretchFactor:<a href="../../int.html">int</a> = 0):<a href="../../specialTypes.html#void">void</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Takes a snapshot of the current sound wave and places it into the specified ByteArray object. 
     The values are formatted as normalized floating-point values, in the range -1.0 to 1.0. 
     The ByteArray object passed to the
          <code>outputArray</code>
          parameter is overwritten with the new values.
     The size of the ByteArray object created is fixed to 512 floating-point values, where the
     first 256 values represent the left channel, and the second 256 values represent 
     the right channel.
          <p>
            <b>Note:</b>
            This method is subject to local file security restrictions and
     restrictions on cross-domain loading. If you are working with local files or sounds loaded from a server in a 
     different domain than the calling content, you might need to address sandbox restrictions
  through a cross-domain policy file. For more information, see the Sound class description.
  In addition, this method cannot be used to extract data from RTMP streams, even when 
     it is called by content that reside in the same domain as the RTMP server.
          </p>
          
          <p>
            This method is supported over RTMP in Flash Player 9.0.115.0
  and later and in Adobe AIR. You can control access to streams on 
     Flash Media Server in a server-side script. For more information, see the
            <code>Client.audioSampleAccess</code>
            and
            <code>Client.videoSampleAccess</code>
            properties in
            <a href="http://www.adobe.com/go/documentation" target="external">
              <i>Server-Side ActionScript Language Reference for Adobe Flash Media Server</i>
            </a>
            .
          </p>
          
        </p><p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">outputArray</span>:<a href="../../flash/utils/ByteArray.html">ByteArray</a></code> &mdash; 
              A ByteArray object that holds the values associated with the sound.
     If any sounds are not available due to security restrictions 
     (
              <code>areSoundsInaccessible == true</code>
              ), the
              <code>outputArray</code>
              object 
     is left unchanged. If all sounds are stopped, the
              <code>outputArray</code>
              object is 
     filled with zeros.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">FFTMode</span>:<a href="../../Boolean.html">Boolean</a></code> (default = <code>false</code>)<code></code> &mdash; 
              A Boolean value indicating whether a Fourier transformation is performed 
     on the sound data first. Setting this parameter to
              <code>true</code>
              causes the method to return a 
     frequency spectrum instead of the raw sound wave. In the frequency spectrum, low frequencies 
     are represented on the left and high frequencies are on the right.
            </td></tr><tr><td class="paramSpacer">&nbsp;</td></tr><tr><td width="20px"></td><td><code><span class="label">stretchFactor</span>:<a href="../../int.html">int</a></code> (default = <code>0</code>)<code></code> &mdash; 
              The resolution of the sound samples. 
     If you set the
              <code>stretchFactor</code>
              value to 0, data is sampled at 44.1 KHz; 
     with a value of 1, data is sampled at 22.05 KHz; with a value of 2, data is sampled 11.025 KHz;
     and so on.
            </td></tr></table></p><p><span class="label">See also</span></p><div class="seeAlso"><a href="SoundMixer.html#areSoundsInaccessible()" target="">areSoundsInaccessible()</a><br/><a href="../../flash/utils/ByteArray.html" target="">flash.utils.ByteArray</a><br/><a href="Sound.html" target="">flash.media.Sound</a><br/><a href="SoundLoaderContext.html#checkPolicyFile" target="">flash.media.SoundLoaderContext.checkPolicyFile</a></div><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          In the following example, the
          <code>computeSpectrum()</code>
          method is 
 used to produce a graphic representation of the sound wave data.
          <p>
            In the constructor, a sound file is loaded and set to play. (There is no error handling 
 in this example and it is assumed that the sound file is in the same directory as the SWF file.) 
 The example listens for the
            <code>Event.ENTER_FRAME</code>
            event while the sound plays, repeatedly 
 triggering the
            <code>onEnterFrame()</code>
            method to draw a graph of the sound data values.
 When the sound finishes playing the
            <code>onPlaybackComplete()</code>
            method stops the drawing process 
 by removing the listener for the
            <code>Event.ENTER_FRAME</code>
            event.
          </p>
          
          <p>
            In the
            <code>onEnterFrame()</code>
            method, the
            <code>computeSpectrum()</code>
            method stores the raw 
 sound in the
            <code>bytes</code>
            byte array object. The data is sampled at 44.1 KHz. 
 The byte array containing 512 bytes of data, each of which contains a floating-point value 
 between -1 and 1. The first 256 values represent the left channel, and the second 256 values 
 represent the right channel. The first for loop, reads the first 256 data values (the left stereo channel) 
 and draws a line from each point to the next using the
            <code>Graphics.lineTo()</code>
            method. (The vector 
 graphic display of the sound wave is written directly on to the class's sprite object.) The sound bytes 
 are read as 32-bit floating-point number from the byte stream and multiplied by the plot height to allow 
 for the vertical range of the graph. The width is set to twice the width of the channel length. The 
 second for loop reads the next set of 256 values (the right stereo channel), and plots the lines in 
 reverse order. The
            <code>g.lineTo(CHANNEL_LENGTH * 2, PLOT_HEIGHT);</code>
            and
            <code>g.lineTo(0, PLOT_HEIGHT);</code>
            methods draw the baseline for the waves. The resulting waveform plot produces a mirror-image effect.
          </p>
          
          <div class="listing"><pre>package {
    import flash.display.Sprite;
    import flash.display.Graphics;
    import flash.events.Event;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.media.SoundMixer;
    import flash.net.URLRequest;
    import flash.utils.ByteArray;
    import flash.text.TextField;

    public class SoundMixer_computeSpectrumExample extends Sprite {

        public function SoundMixer_computeSpectrumExample() {
            var snd:Sound = new Sound();
            var req:URLRequest = new URLRequest("Song1.mp3");
            snd.load(req);
            
            var channel:SoundChannel;
            channel = snd.play();
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
        }

        private function onEnterFrame(event:Event):void {
            var bytes:ByteArray = new ByteArray();
            const PLOT_HEIGHT:int = 200;
            const CHANNEL_LENGTH:int = 256;

            SoundMixer.computeSpectrum(bytes, false, 0);
            
            var g:Graphics = this.graphics;
            
            g.clear();
       
            g.lineStyle(0, 0x6600CC);
            g.beginFill(0x6600CC);
            g.moveTo(0, PLOT_HEIGHT);
            
            var n:Number = 0;
            
            for (var i:int = 0; i &lt; CHANNEL_LENGTH; i++) {
                n = (bytes.readFloat() * PLOT_HEIGHT);
                g.lineTo(i * 2, PLOT_HEIGHT - n);
            }

            g.lineTo(CHANNEL_LENGTH * 2, PLOT_HEIGHT);
            g.endFill();
 
            g.lineStyle(0, 0xCC0066);
            g.beginFill(0xCC0066, 0.5);
            g.moveTo(CHANNEL_LENGTH * 2, PLOT_HEIGHT);
            
            for (i = CHANNEL_LENGTH; i &gt; 0; i--) {
                n = (bytes.readFloat() * PLOT_HEIGHT);
                g.lineTo(i * 2, PLOT_HEIGHT - n);
            }
  
            g.lineTo(0, PLOT_HEIGHT);
            g.endFill();
        }
        
        private function onPlaybackComplete(event:Event):void {
            removeEventListener(Event.ENTER_FRAME, onEnterFrame);
        }
    }
}</pre></div>
        </div></div><a name="stopAll()"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">stopAll</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code> public static function stopAll():<a href="../../specialTypes.html#void">void</a></code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>AIR 1.0, Flash Player 9</td></tr></table><p></p><p></p><p>
          Stops all sounds currently playing.
          <p>This method does not stop the playhead. 
     Sounds set to stream will resume playing as the playhead moves over the frames in which they 
     are located.</p>
          
          <p>When using this property, consider the following security model:</p>
          
          <ul><li>
              By default, calling the
              <code>SoundMixer.stopAll()</code>
              method stops 
     only sounds in the same security sandbox as the object that is calling the method. 
     Any sounds whose playback was not started from the same sandbox as the calling object 
     are not stopped.
            </li><li>
              When you load the sound, using the
              <code>load()</code>
              method of the Sound class, you can  
     specify a
              <code>context</code>
              parameter, which is a SoundLoaderContext object. If you set the
              <code>checkPolicyFile</code>
              property of the SoundLoaderContext object to
              <code>true</code>
              ,
              <span>Flash Player or</span>
              Adobe AIR
  checks for a cross-domain policy file on the server from which the sound is loaded. If the server has a 
     cross-domain policy file, and the file permits the domain of the calling content, then the file can stop the loaded 
     sound by using the
              <code>SoundMixer.stopAll()</code>
              method; otherwise it cannot.
            </li></ul>
          
          <p>
            However, in Adobe AIR, content in the
            <code>application</code>
            security sandbox (content
     installed with the AIR application) are not restricted by these security limitations.
          </p>
          
          <p>For more information, see the following:</p>
          
          <ul><li>
              The
              <a href="http://www.adobe.com/go/flashcs4_prog_as3_security_en" target="external">security chapter</a>
              in the
              <i>Programming ActionScript 3.0</i>
              book and the latest comments on LiveDocs
            </li><li>
              The Flash Player Developer Center Topic:
              <a href="http://www.adobe.com/go/devnet_security_en" target="external">Security</a>
            </li></ul>
          
        </p><br/><span class="label"> Example </span><br/><br/><div class="detailBody">
          In the following example, the
          <code>stopAll()</code>
          method is used to mute two
 sounds that are playing at the same time.
          <p>
            In the constructor, two different sound files are loaded and set to play. The first sound is 
 loaded locally and is assigned to a sound channel. (It is assumed that the file is 
 in the same directory as the SWF file.) The second file is loaded and streamed from the Adobe 
 site. In order to use the
            <code>SoundMixer.stopAll()</code>
            method, all sound must be accessible.
 (A SoundLoaderContext object can be used to check for the cross-domain policy file.) Each sound 
 also has an event listener that is invoked if an IO error occurred while loading the sound file. 
 A
            <code>muteButton</code>
            text field is also created. It listens for a mouse click, which 
 will invoke the
            <code>muteButtonClickHandler()</code>
            method.
          </p>
          
          <p>
            In the
            <code>muteButtonClickHandler()</code>
            method, if the text field content is "MUTE," 
 the
            <code>areSoundsInaccessible()</code>
            method checks if the sound mixer has access to the files.
 If the files are accessible, the
            <code>stopAll()</code>
            method stops the sounds. By clicking on the 
 text field again, the first sound begins playing and the text field's content changes to 
 "MUTE" again. This time, the
            <code>stopAll()</code>
            method mutes the one sound that is running.
 Note that sound channel
            <code>stop()</code>
            method can also be used to stop a specific sound 
 assigned to the channel. (To use the channel functionally, the sound needs to be reassigned 
 to the channel each time the
            <code>play()</code>
            method is invoked.)
          </p>
          
          <div class="listing"><pre>package {
    import flash.display.Sprite;
    import flash.net.URLRequest;
    import flash.media.Sound;
    import flash.media.SoundLoaderContext;
    import flash.media.SoundChannel;
    import flash.media.SoundMixer;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import flash.events.MouseEvent;
    import flash.events.IOErrorEvent;

    public class SoundMixer_stopAllExample extends Sprite  {
        private var firstSound:Sound = new Sound();
        private var secondSound:Sound = new Sound();
        private var muteButton:TextField = new TextField();
        private var channel1:SoundChannel = new SoundChannel();
        
        public function SoundMixer_stopAllExample() {
            firstSound.load(new URLRequest("mySound.mp3"));
            secondSound.load(new URLRequest("http://av.adobe.com/podcast/csbu_dev_podcast_epi_2.mp3"));

            firstSound.addEventListener(IOErrorEvent.IO_ERROR, firstSoundErrorHandler);
            secondSound.addEventListener(IOErrorEvent.IO_ERROR, secondSoundErrorHandler);
            
            channel1 = firstSound.play();
            secondSound.play();
            
            muteButton.autoSize = TextFieldAutoSize.LEFT;
            muteButton.border = true;
            muteButton.background = true;
            muteButton.text = "MUTE";
        
            muteButton.addEventListener(MouseEvent.CLICK, muteButtonClickHandler);         
        
            this.addChild(muteButton);
        }

        private function muteButtonClickHandler(event:MouseEvent):void {

            if(muteButton.text == "MUTE") {        
  
                if(SoundMixer.areSoundsInaccessible() == false) {
                    SoundMixer.stopAll();
                    muteButton.text = "click to play only one of sound.";
                }
                else {
                    muteButton.text = "The sounds are not accessible.";
                }
            }
           else {
                firstSound.play();        
                muteButton.text = "MUTE";
           }
        } 

        private function firstSoundErrorHandler(errorEvent:IOErrorEvent):void {
            trace(errorEvent.text);
        }

        private function secondSoundErrorHandler(errorEvent:IOErrorEvent):void {
            trace(errorEvent.text);
        }
    }
}</pre></div>
        </div></div><br/><br/><hr><br/><p></p><center class="copyright"> &copy; 2004-2008 Adobe Systems Incorporated. All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  </center><div style="display:none">SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer SoundMixer 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