i have to set the stage frame rate according to the frame rate of the flv and I will have differnet flv with different frame rate so i have to get frame rate of FlV using action script ??
Is there any method available in Video Class of ActionScript??
I'm recording Webcam to FMS 3.5 but when I play the recorded video from FMS it's choppy. I have set the camera.fps to 30 but when I trace out the currentFPS for camera it's variable and usually falls between 20 and 30. However when I play the recorded video, netStream's currentFPS returns a lower value, something closer to 10. So my question is, 1) why currentFPS of netStream is not the same as Camera's? 2) What's the actual frame rate of the recorded video (not the netStream, but FLV's)?
set the frame rate of an externally loaded movie to a different frame rate than the movie it is embedded within.
I basically have a flash site that loads flash movies using loadMovie command, however, the frame is lost within these movies and simply adopts the main site frame rate.
it possible to set the frame rate of an externally loaded movie to a different frame rate than the movie it is embedded within. I basically have a flash site that loads flash movies using loadMovie command, however, the frame is lost within these movies and simply adopts the main site frame rate.
I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up? I've noticed that some movie clips seem to impact it more than others, but I'm not sure how to alter them to make them easier to render.
I have a Flash game I made way back in 2008. It runs super fast these days. Way too fast in fact. I have it set to 60fps in FlashDevelop, but I think that is just limiting the amount of draw calls. I think my logic is executing well past 60 times a second these days. I haven't done ActionScript in a while, but I noticed that I am using an enterFrameHandler that executes my logic loop. It seems to have no constraint set on it. It just fires away as it is called I believe. Is there any way I can cap it at 30 or 60fps?
UPDATE:As some ActionScript knowledge is coming back to me I just thought of something. Isn't the enterFrameHandler bound by what the fps is set to in Flash or FlashDevelop under project properties?
i am new here i am experiencing a huge problem with my flash movie. okk let me start:- I am making a website which has an intro. Intro Frame rate = 35fps My site frame rate = 20fps so when i load the intro swf with 35fps, its frame rate automatically changes to 20fps which is my site's swf frame rate. My intro loads in a movieclip named holder_mc i have masked my movieclip to avoid unwanted part of loaded intro.
Any way that I can adjust the frame rate of a movieclip without affecting the frame rate that I set for the rest of the document. I want to speed up the animation of this clip and it would be difficult to adjust the timeline of this clip to accomplish this.
I am building a small flash application. In my application I've inserted an fla video. the flv video's length when I open it in vlc player is 16 seconds (after I edit the speed of the video in an external program and then converted it back to fla). When I open it in flash cs 5, the video's length is back to 90 seconds. I guess it's got something to do with the frame rate of my flash project. I'd like to be able to change the frame rate of only the movie clip containing that video, and not of the entire stage. How is that possible?
How to make a "frame rate visualizer" in flash 8. Because some of my animations have slow frame rates if I use some bitmap or png images, or some big vector objects. So, it is possible to make a real time "frame rate" visualizer for my flash animations? Just like the frame rate viewer of some games.
At the moment I am working on a project that uses the enterFrame event to update a game world at 30 FPS. I know that the movie frame rate I set in the Flash IDE is far from precise. However, I am using enterFrame because my assets (MovieClips and such) are animated within the Flash IDE and need to be synchronized with the frame rate.All actual programming is done with FlashDevelop, outside of the Flash IDE.I've heard that it is much better to make applications independent of the frame rate, presumably by using a Timer/getTimer() and updateAfterEvent() to draw.
All global ticks are handled through an interface I wrote that allows me to freely switch between frame tick implementations, so I can easily modify my code to accommodate whatever solutions are out there.Is there a way I can keep my animations in step with the global tick while removing dependency on the movie's frame rate?
Just like the subject states, I am indeed having frame rate problems importing video to Flash CS3. When I export a video from Premiere with the settings: 1280x720frame rate of 23.976using H264 or Animation (basically every codec produces the same results),"embed video on SWF and play in timeline" When I do this the file exports fine. Playing it in Quicktime works fine and the audio syncs up no problem. But when I import it into Flash using the same settings, for some reason the movie clip is now too fast in that the video does not match the audio and seems to be at more like 12 fps now (just a guestimate). The action of the video is over long before the audio even comes in.I have verified that the frame rate is correct in Flash so it's not that.
I've done this literally hundreds of times in the past and suddenly it does not work and I can not figure out why. I'm not even really using video, but actually artwork that I am putting together as an animatic for an animated piece so the video could not have been imported incorrectly or digitized wrong either.
I have developed a Flash website using the Flash Player 10 and its 3D capabilities. The website seems to be working great on my PC which is a high end computer but when I have tested it out on slower computers, the animations are really choppy and frame rate is dropped a lot.can you take a look at the website and suggest me ideas what could be the result of such frame rate dropping. The website doesn't use much animations in the background.
Does anyone know how to trace out the frame rate that a swf is currently playing at?I've tried creating two date objects on adjacent frames, running the getTime() method on each and subtracting the difference but it seems to be the same regardless of what I set the movie's frame rate to in the property inspector...I am basically trying to monitor the performance of an animation at runtime and make adjustments on the fly based on how fast or slow the movie is playing.
I got a MovieClip filled with a lot of others clips... When I change de X or Y value of this first MovieClip the frame rate slows down for during 1 frame. For exemple... I created a counter that returns around 30 mseconds every frame, but when I do this X or Y change the return is around 400 mseconds... When I try to fill the first MovieClip with less information it goes faster, about 100+-200 mseconds...
I am using Flash CS4 and when testing my application my frame rate changes as it is programmed to do so. When I try to run the application in a browser (tried Firefox 4, Opera 10.5 and IE 8) the frame rate does not change.
I am using Flash CS4 and when testing my application my frame rate changes as it is programmed to do so. When I try to run the application in a browser (tried Firefox 4, Opera 10.5 and IE 8) the frame rate does not chang
I did the following but hear some audio only. Imported a video into Flash CS3 in .avi formatUsed the first choice on the menuencoded in v2on6 used a frame rate of 15used Flash 8 at 400used 96kb for audio When I attempt to view anything, .swf or .flv I get nothing but audio.
I'm trying to insert an old banner ad into a new Flash site The problem is, the banner I made at 20 frames per second, and the Flash site is set to 41, so it literally plays the banner twice as fast.
Is it possible to set the frame rate of a movie through ActionScript 2? Is it possible to check it?
I've found many ways to check the rate at which it is playing, but I want, ideally, to be able to set the frame rate dynamically at runtime. I'm making a timer that uses flashing dots to show each unit of time, and I'd like to create a user interface so that someone playing the swf can set the time intervals without having to open the fla to change the frame rate.
I am porting my flash games on android. I have ported 3 successfully. But the problem with all of them is they are giving very low frame rate near about 7-8. And I have observed 1 thing that frame rate always varies. Sometimes it goes upto 45 and again in next frame it comes to 3-4 and again goes to 15-16.
I am quite confused. Please let me know if anyone is having any idea about this.
But if I want to change these values I have a problem, I could create a button that says 'on(release){ mc1.framespersec(15);' but all this will do is increase the frame rate by 15, not make it 15.
I am creating a flash game that runs at 45 fps. When run either in a browser or on the desktop in Windows XP it looks smooth. When I view it in Windows 7 it is choppy - as if it was running at 15 fps. It is still processing correctly, it just looks bad. Does anyone know why this is? Is it just Windows 7 I have a test code snippet that shows this weirdness. Just paste the following into a new file and publish.
var nCounter:Number = 0; var nColumn:Number = 9; var nRow:Number = 5 var aBoxes:Array = new Array(); function setInit(){ [Code]....
Actually I am working in an image scroller project. It was working perfectly. But the client asked to do some updations. First of all please download the file that I have atached, which is a screen shot of user control page for image scroller. There is an user control page for image scroller. You can see many options there. In user control, scroller is specified as marquee scroller. There is an option, Speed of scroller, which denotes how quickly the image should scroll. The unit of this field is seconds. Because we are giving seconds in that field. A single image should move out of the stage with in the specified seconds in "speed of scroller" field.
var UnitDistPerSec:Number = Number(TransSpeed)*10; where "TransSpeed" denotes the speed we are given in the user control page. var FPS = 100; var ScrlConst = UnitDistPerSec/FPS;