bugGnash - The GNU Flash player - Bugs: bug #23020, onSoundComplete for embedded...


bug #23020: onSoundComplete for embedded sounds not implemented

Submitted by:  None
Submitted on:  Tue Apr 22 15:52:07 2008  
Category: coreSeverity: 3 - Normal
Release: NoneStatus: Fixed
Privacy: PublicAssigned to: Sandro Santilli <strk>
Open/Closed: Closed

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Thu May 19 14:43:27 2011, comment #7:

fd373fe adds an additional test in the existing eventSoundTest1 so we'd have at least one failure when breaking this case

Sandro Santilli <strk>
Project MemberIn charge of this item.
Thu May 19 14:33:19 2011, comment #6:

Ok, the eventSoundTest1 test doesn't pass because everytime our Sound object checks, it finds the sound playing. This is because we're starting a new sound before the previous is finished.

Indeed we should be calling onSoundComplete for each sound instance, while we're doing it once when no instances are playing of the sounds we're attached to.

Sandro Santilli <strk>
Project MemberIn charge of this item.
Thu May 19 12:19:58 2011, comment #5:

Actually, let's make it "ready for test" until we have an automated test. The eventSoundTest1.swf doesn't wait enough for the onSoundComplete event to arrive. Granted, we're not doing it exactly like we should, but it's a pity there's no test ensuring games_yokoruta.swf succeeds ...

Sandro Santilli <strk>
Project MemberIn charge of this item.
Thu May 19 12:08:48 2011, comment #4:

Fixed with ae88d85.
Surprisingly there are no XPASS in testsuite :/

Sandro Santilli <strk>
Project MemberIn charge of this item.
Wed Dec 10 12:26:04 2008, comment #3:

It is an 'internal' sound, so no probe timer is ever started for it.

Benjamin Wolsey <bwy>
Project Member
Wed Dec 10 11:45:18 2008, comment #2:

This is primarily a problem with onSoundComplete complete not being called.

The function is this:

function clearBGPlay() {
clearBG.onSoundComplete = function () {
trace('onSoundComplete 1');
if( (_global.SSFlg==false) ) {
} else {

I've attached a tracing version (or rather one with the original traces dropped and my own ones put it), which shows that this onSoundComplete is never called. Haven't looked at why yet.

It's supposed to go to frame 27 (label: Sg12) when the sound is complete.

(file #17015)

Benjamin Wolsey <bwy>
Project Member
Fri May 16 15:48:14 2008, comment #1:

zou, seems timeline related (gotoframe)

Sandro Santilli <strk>
Project MemberIn charge of this item.
Tue Apr 22 15:52:07 2008, original submission:

I found some gnash bugs in an SWF6 game which you can find at

1: When you complete the level and hear the win music, the background music should stop playing as it does in adobe.
2: In adobe you get transported to level 2 without pressing anything) but in gnash it seems you can't get past the first level at all.



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Attach File(s):

Attached Files
file #17015:  games_yokoruta.swf added by bwy (237kB - application/x-shockwave-flash)


Depends on the following items: None found

Items that depend on this one: None found


Carbon-Copy List
  • -unavailable- added by bwy (Updated the item)
  • -unavailable- added by strk
  • -unavailable- added by strk (Updated the item)

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    Follow 12 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu May 19 14:43:27 2011strkStatusReady For Test=>Fixed
    Thu May 19 12:19:58 2011strkStatusFixed=>Ready For Test
    Thu May 19 12:08:48 2011strkStatusConfirmed=>Fixed
      Assigned toNone=>strk
    Wed May 20 12:54:57 2009bwySummarySWF6 sound and engine glitches=>onSoundComplete for embedded sounds not implemented
    Wed Dec 10 11:45:18 2008bwyAttached File-=>Added games_yokoruta.swf, #17015
    Fri May 16 15:48:14 2008strkCarbon-Copy-=>Added zou
    Tue Apr 22 19:42:07 2008strkCategoryNone=>core

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