Flash CS4published with AS2.0Flash Player 10The movie is 15FPS, and lasts about 16 seconds total.With about 40 Vector images that are constantly, coming into the screen and leaving the screen - and when they're doing that they're also fading in and fading out, and resizing. so a lot is happening on the screen... then after the 15 images or so are done swirling around, they all come in for the grand finale and this is really where it bogs down... All of them, as I said are vector images published as .swfs from Illustrator (if I tried .ai files or anything else it was tons worse). The movie just completely bogs down, and goes very very slowly - I'm assuming this has to do with the computer trying to draw all the vector images as they are resizing, fading, and moving - etc.
The reason my client wants vector images is because of the clarity - Is there anyway to retain the clarity of these resizing images, but reducing the load on the client side so it doesn't slow down??Also - while I'm here - I should probably look elsewhere, but anyone know of a quick way to expand my movie say from 16 seconds to 24 seconds? Keeping all the same animations but just slowing it down slightly so it's not so fast without redoing everything
While playing around with as' vector.sort() I found out that it behaves normally in every case except where it needs to sort a vector with only 2 or 3 distinctive values. If this is the case, the sort() function runs extremely slowly.Here's my code:
var test:Vector.<int>=new Vector.<int> ; for (var i:int=0; i<6000; i++) {[code]....
I'm currently working on my personal site and I noticed if I have more than one mc in my timeline, when i test movie, it seems bogged down. I used vector shapes and tweened them (nothing complicated). Can anyone provide me with some info on how to prevent this or lead me to a site that explains this sort of stuff.
I managed to make a controller that can play embedded-video-SWF's in "slow-motion" (1/2 speed, 1/4 speed) and in reverse at different speeds. What I'd actually like to do, is something similar, but then with FLV's. I am trying to use the NetStream.pause() as a toggle onEnterFrame, but that doesnt work. Using seek doesn't seem to work either, because it kind of doesn't like non-integers and also for an unknown reason keeps sending the playhead to 4 seconds. if it should be possible to play an FLV at a different speed/reversed, how to do this, and if this should cause performance issues. (Reverse-playing an SWF is much slower for example)
I have recently developed a standalone Flash entertainment system, containing Flash games and screensavers etc., i have also included a third party mp3 player.
The problem i have is the PC is left switched on daily and the system is used quite heavily, i.e mp3's playing in background while screen savers are displayed and games are played.
Everything starts fine but after a few hours the flash animations slow down to about 2 or 3 frames per second, then the PC will finally crash.
I have a Flash video playing as part of a jQuery slideshow. But it seems not to be autoplaying successfully, and is loading very slowly. It usually loads on refresh, but not when someone first hits the page.The video is at link removed as it will be outdated shortly - we're moving to production; besides, the problem is solved.
I googled "as3 audio slow motion fast forward rewind" and found only this of relevance: playing slow motion, fast forward , rewind in a video player in flash video player, which briefly talks about how to fast forward and rewind a video as well as two options for doing slow motion on video. I only need audio, though. I think I might be able to do fast forward and rewind by stopping the SoundChannel and then playing the sound at a different position using addEventListener (Event.ENTER_FRAME, ~), but I'm completely lost on how to apply the advice regarding slow motion. I use Flash CS5.5 and all the sounds I want to operate on are already in the library.
Just need a bit of guidance. This is my portfolio site My images are loading in very slowly. I'm loading them in with a UILoader component for more functionality and my code is below. Also the images look a bit distorted. Does anyone see anything wrong with the code or maybe my server godaddy account is running slow.
var myImage:String = "images/showcase.jpg"; var myRequest:URLRequest = new URLRequest(myImage); showImg.scaleContent = true;
I get this actionscript from internet. I would like to change for a movieclip vector images..There is in site a fla. movieclip symbols... I try to change words to frame of symbols mc, but no sucess.
i've got a few vector images of fruits and breads that i exported as SWF in Illustratorwhen i imported the bread vector file into Flash, for example, the gradient portions of it becomes a fuzzy bitmap while the solid-fill areas are retained as vectors.don't understand why this is happening i've had no prob importing gradient vectors into Flash before, but somehow this lot of gradient vectors are turning into bitmaps instead.
I'm just starting with Flash CS4. I have done a whole heap of vector images and before I did anything I turned it into a movie clip but for some reason they are no longer movie clipped. How can I get my vector layers from the "Scene 1" and move them into their own movie clip?
Also I have done them all in individual files (never again), but how do I get all the individual .fla vector images and layers into the same file?
I'm trying to create a simple banner ad in Flash, however, when I import my vector graphics from Illustrator, they become bitmap images in Flash. Doesn't Flash accept vector images?
I have designed some thing within adobe illustrator(vector images), and my project im doing for myself is being able to add these vector images in, and be able to modify them, colours, add stuff to them and so on. I've seen things done on the net before with these used, but can't seem to find any tutorials regarding this.
As you can see when the bird flies across the screen it leaves part of it at the end, then clouds and the wolf do the same thing.This is all vector based artwork. It doesn't make sense becuase the simple images or complex images both leave a portion behind when rendering.The video plays perfectly in Flash. I tried importing it into iMovie and the same problem occurs.I don't even know what this is called so I can't seem to find any support on the issue
ActionScript Code: 1067: Implicit coercion of a value of type __AS3__.vec:Vector.ie.aro.floorplanviewer.model.buildingVOs:ConfigurationVO>[code]....
which surprises me as ConfigurationVO inherits from NodeVO.Is the compiler really not able to figure out that a Vector of a superclass should be able to hold a reference to a Vector of a subclass?
I need to import a bunch of vector work from Photoshop into Flash. Is there a trick to it. So far, on import, it's converting the layer styles into black.
I am currently being confused by the Vector class.I wrote a beautiful XML to TypedClass parser. Works beautifully and without fault. UNTIL a co-worker noticed we got a Conversion Error for Vector.<Number> to Vector.<*>.
Every Vector I've ever tested all extend Vector.<*>.
Vector.<Sprite>, Vector.<String>, Vector.<Point>, Vector.<Boolean>, Vector.<TextField>, Vector.<CustomObject>, etc etc etc. ALL of them. <type name="__AS3__.vec::Vector.<String>" base="__AS3__.vec::Vector.<*>" isDynamic="true" isFinal="false" isStatic="false"> <extendsClass type="__AS3__.vec::Vector.<*>"/>
[code]...
But then when I use describeType on Vector.<Number>, Vector.<uint> and Vector.<int>.
Now I have accounted for these 3 vectors individually as even uint and int does not extend Vector.<Number> as I would have expected. And my parsing function works for all types correctly again. But my confusion comes as to WHY this is the case, and why I couldn't find any documentation on the subject.
A simple question but, despite plenty of searching and much trial-and-error (well, mostly error) testing, one to which I have not yet found the answer: I have a movie that uses MovieClipLoader to load several images. I'm creating an empty movie clip as a holder for each image that I want to load, and using a loop to load each image into its repective holder simultaneously (or at least that's the intention), with loadClip.
What I'm trying to achieve is to monitor the loading progress of the images and when they're all loaded, start the main movie. I'm trying to use an onLoadProgress function to get the bytesTotal of each image, add these up and compare the running total to the overall total. The trouble with this is that onLoadProgress fires repeatedly (as one would expect), giving me the bytesTotal value over and over again, when i only need it once.
There must be a relatively straightforward means of identifying the size of all the images the need to be loaded into a movie, then comparing this with the progressing total.
I want to Display images at every 10 seconds while music is playing in Action Script 3.0. I have started to learn As3.But I need to do this in very quick time.I dont know what is the starting point for acheiving this.
I have a large vector drawing (imagine 5000x5000) that i want to break up into separate pieces. I know that I can convert this vector drawing into a bitmap and then use the copyPixels method to create many separate bitmaps of the different regions of the original vector drawing, but is there any way to subdivide it into movieclips that just contain vector graphics instead of a bitmap?The reason im dividing a big chunk of vector graphics into smaller pieces is for performance reasons, so flash would only render a small part of this big chunk at a time (only certain regions/voxels/subdivisions are rendered at a time). But bitmaps apparently take up a lot of memory and the system im using would take much less memory if these subdivisions could be preserved in their original vector graphics form.
I imagine I could use masks somehow to achieve this effect (for each subdivision, duplicate the huge image and mask only the region that the subdivision represents), but I dont know the performance costs of masking or if this will create other problems.So is there anyway to split up a movieclip of vector graphics into smaller movieclips of vector graphics the same way copyPixels can with bitmaps?
I have a sound clip that I'm loading externally into my flash file. The code I'm using looks like this and is placed in the as layer on the first frame,
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); var lastPosition:Number = 0; mySound.load(new URLRequest("introaudio.mp3")); myChannel = mySound.play(); [Code]....
I am using AS2 in CS5.5.I am creating a project for a class that introduced me to adobe flash. The issue is I have gotten to a certain point about 15 scenes. During say the 15th scene scrolling through the timeline animations works fine, playing it on test scene works fine. When I go to play it on test movie it stops at a certain point. At first I thought it might have been a misplaced stop action but there is none to be found. The weird part is every other scene I create after that continues to freeze as well, the images are there, but the animations won't play. All my previous animations play before those with the issue, it's justThese new ones won't play for some reason in test movie, but work completely fine in test scene and the timeline.
I am loading an external SWF file into my main timeline. The external SWF file contains an FLV video. At a certain point in my main timeline, the SWF file loads and plays the video. Is there a way to say...
If the VIDEO (FLV) is done playing, gotoAndPlay(X)?
I was wondering, what was the best way to for actionscript 3.0 to detect cuepoints playing from a FLV movie that is playing from an FLV playback component?
I have some animation (programmatic, I'm NOT using keyframed animation in timeline), and some music I want to play in the background. Once the music file reaches the end (about 30 seconds long), I want to trigger the end of the animation functions.I figure I could either use an actionscript timer to trigger the end of the animation or a keyframe with actionscript that is placed on the timeline near the end of the song but these methods assume knowledge about the duration of the wave file. If I changed the framerate or updated the external wave file, these triggers would possibly no longer sync upIs there some sort of event listener or other detection method for an audio file to signal it has finished playing? Or maybe there is a way to get the duration of the audio file to use in the timer