# Flash Ignoring Volume Code, Brickwall Amp'ing All Sounds

**URL:** <https://forum.kirupa.com/t/flash-ignoring-volume-code-brickwall-amping-all-sounds/331955>\
**Category:** flash\
**Created:** [December 6, 2013, 10:11am UTC](https://forum.kirupa.com/t/flash-ignoring-volume-code-brickwall-amping-all-sounds/331955 "2013-12-06T10:11:28Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![xanderdavis](https://avatars.discourse-cdn.com/v4/letter/x/7c8e57/32.png) [@xanderdavis](https://forum.kirupa.com/u/xanderdavis)\
**Post date:** [December 6, 2013, 10:11am UTC](https://forum.kirupa.com/t/flash-ignoring-volume-code-brickwall-amping-all-sounds/331955/1 "2013-12-06T10:11:28Z")

</div>

Is this a bug or does the Flash IDE ignore source volume and brickwall it by default? Because I have a very quiet sound, but when imported, Flash shows the waveform wall to wall in the Library and plays it at max volume.

Then when I try to set the volume, first of all-- why isn’t this as simple as play(vol, loopcount, pan); and not this (which had no effect)

```auto
import flash.media.SoundTransform;
import flash.media.SoundChannel;

btn_Staging.addEventListener(MouseEvent.MOUSE_UP, goBtnStaging);
btn_Staging.buttonMode = true;

function goBtnStaging(event:MouseEvent):void
{
    btn_Staging.removeEventListener(MouseEvent.MOUSE_UP, goBtnStaging);
    mc_Staging.visible = true;
    mc_Staging.gotoAndPlay("Start");
    trace("btn_Staging Clicked");
    playSounds();
}

function playSounds():void
{
    // Load the Sounds
    var sfxHit:Sound = new SFXUITransition1();
    var sfxWarp:Sound = new SFXUILowWarp();
    
    //Setup the Channel
    var UISFXChannel:SoundChannel = new SoundChannel();
    var UISFXVol:SoundTransform = new SoundTransform();
    UISFXVol.volume = 0.2;
    UISFXChannel.soundTransform = UISFXVol;
    
    // Play the Sounds
    UISFXChannel = sfxHit.play();
    UISFXChannel = sfxWarp.play();

}

```

Any ideas?
