I have a website that loads external .swf files using XML. People viewing my website would have to wait a while for my .swf's to load as some are 5mb plus. Is there a bit of script I can use to say start playback of my .swf when it has loaded 50% of the file?
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
I'm currently recording and storing a ByteArray of sound and then playing it back. But for some reason the playback starting position of the ByteArray is 163840, not 0 as I need it to be.
var soundBA:ByteArray = new ByteArray(); var sound:Sound = new Sound(); var ch:SoundChannel = new SoundChannel(); var recordingsArray:Array = new Array();
I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:
button.addEventListener(MouseEvent.MOUSE_DOWN, function():void { var s:Sound = new Sound(); var req:URLRequest = new URLRequest("http://example.com/audio.mp3");
i have a flash clip that i am trying to imbed into a joomla website of mine, and the problem is that it doesn't auto-start. If i open the swf file it will show a blank screen until i right click play or ctr+entr, on the website it simply doesnt show the flash. here is the link to the swf file [URL]
1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
I'm new to flash and programming in general but am learning it to make games. I'm currently messing around with hit detection and its not to hard to test in the game tick ( fired from onEnterFrame). What I'm wondering is if it would be possible / useful to create a custom event that i can listen for. And make the eventListener hear when a collision happens. Also would this be better or worse for the cpu than testing the collisions of lots of enemies on a screen?
I am having newbie problems with sockets. Flash sends data to my php server script fine, and my telnet client(s) all get updated. When I make an entry into a telnet client, all of the other clients update immediately as expected. In Flash however, the only time I receive data is when I press a key within flash.
Example: Press 'a' within Flash, flash traces a, telnet outputs a Press b in telnet, telnet outputs b, nothing within flash Press c in Flash, flash traces b, c, telnet traces c
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I guess this is more of an issue of how to set up Flash to listen for events on the socket
I'm loading an external SWF (pre-made by an other department of the company I work for) using flash.display.Loader. I then traverse the display list, register all objects and listen for added/removed events to handle future changes to the list.
var obj:DisplayObjectContainer = loadEvent.currentTarget.content as DisplayObjectContainer; var count:Number = obj.numChildren;
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Is there a way I can listen for changes to the .visible property? Or any other property (that doesn't fire a built-in event) for that matter?
I am connected to the Flash Media Server Administration API via RTMPE on port 1111 and I'd like to monitor calls to trace() from the server side actionscript code.
public class gallery_folio extends MovieClip { var image_xml:XML; var xml_loader:URLLoader; public var text_style:TextFormat = new TextFormat("Verdana",10,0x333333,"",null,null,null,null,"left"); public var _style:TextFormat = new TextFormat("Verdana",11,0x333333,"",null,null,null,null,"left"); public function gallery_folio()
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when ever i click the menu .the event listen from uiloader and text field.I would like to remove event listener from above.Actually i want to create xml gallery .with lots of images
The old way to allow audio to be played/streamed in the browser was a flash button, such as that seen on [URL]. What's the new iPhone-friendly way to give the ability to click on a simple button to listen to an audio file in the browser? If the answer is HTML5, is the such a button built and available? I don't need an MP3 player with steaming and such, only a button.
I am trying to have flash listen for a loadClip event when a button mc called portfoliob is released. When the loadClip event is triggered I'd like flash to then create another MC called container2 and load a .swf called pmenu. I understand the logic behind it but for the life of me I can not get it to work.
If I plan to implement 100 objects on stage to be listen to mouse and keyboard input, is using "function" call responsive enough? How good does eventlistner work?
As you see from the code above I have a loop that loads images on each pass using the same loader. This works, however, it is looping too quick (I believe) and as such the "addBook" function that handles pushing these into an array is pushing them into the array in the wrong order. Two questions: (1) Am I approaching this incorrectly? (2) If not, is there a way to listen to the loader event so the loop proceeds only after the load of that image is complete?
i am making a quiz. My problem is that once the user completes the quiz and wants to start again the quiz is already on the last question. How do i make it so that once the user clicks start again the questions and answers arrays start from the beginning, sort of reset themselves.
I'm trying to broaden my horizons with it and so I'm trying to do an update of a quiz program my employer has. Everything has worked well, except for the timer. The button that starts the game has two options, "study" or "exam"; if the study is selected, there is no countdown, just the score keeper. If the exam option is selected, the timer is show (counting up). But, press "Start" and while the quiz begins, the timer, in either case, does not.
I'm going to post the actionscript for the timer that was already there, as well as the start button. I'm hoping someone can explain how this timer is supposed to work and why it's not; and where the disconnect lies in pressing the start button and making it run.The timer is embedded in a movie clip, with two dynamic text boxes, that are for some have no instance name; and actionscript spread out over several frames.Frame 1:
Developing a flash resource which runs FLV files from within it as pro gressive. It works ok on my local testing computer/network server. But when I put it online it does not play.I opened up the components panel for each FLV and noticed they were absolutely linked to my network drive (obviously when online this linking will now work). So i changed all the linking to be relative and some warning windows did come up and say i was breaking the link but i ignored them because i don't care about how it runs locally...i want this resource to work online!line.something that it might also be is I am uploading this resource to an LMS called Janisons (perhaps they are not FLV through flash playback - friendly).
Is there any particular path of troubleshooting I could go along? Because I have just about tried everything i know!UPDATE: I changed back one of the FLVs parameters to link to local drive in the component parameters - and as expected, it runs fine locally but when previewd in chrome (which might i add has some great debugging features that you could only dream of finding in IE) i get the following message:
I found out an action script online, and did like it. So I applied it in my new flash. However, when I play the .swf file with Adobe Flash Player, it runs smoothly, but when I upload it on my website, it keeps black out and does not run at all.URL...And here is the project I packed so you can have a look at the AS:URL...
I've been wondering something, websites like youtube (pandora does mp4s) play their music through a flash player. while each track is played, they're downloaded to the user's computer, e.g., /tmp/FlashXX*** This allows users to go and move the flv out of that folder for later playback.
However, when the user moves the flv out of the /tmp folder, the player continues to play the music/video quite happily. How does the flash player handle the removal of its file and why doesn't it throw errors from this?
More importantly, why are the flvs downloaded to the user in the first place if the player plays happily without them?
I have a video embedded in Flash as an FLV. I'm able to get the video to play through the way I want, but when the video plays through and ends, I want to have two options/"buttons" display that allow the user to either replay the video a la youtube, or link to another web page.
I know it must a very basic question but I can't seem to find any answers. I've included a screen capture of the end of the video.
I will need to display the frames of an FLV at different rates.
Here are some examples:
the user will 'scrub' through the flv frames(front/back) the flv will need to play at half the speed on a user interaction.
Currently I'm using LoaderMax and it's VideoLoader object to load and play FLV files. I've tried using the playProgress property, but only the keyframes of the FLV are displayed. I got the same result with the basic setup(using the NetStream class)
As a workaround, I playback the FLV once, and cache BitmapData instances in which I draw/cache each frame of the video. After this is done, I use the BitmapData Vector to update a Bitmap on stage. Scrubbing/changing speed works fine with this method, but still the user needs to see(wait for) the sequence once, while it gets cached, which I don't like.
How to control FLV Playback in flash with Action Script? I want to play Video in my webpage similar to YouTube. I have done it with automatic play but I want it when you press play button, then play and pause, volume, next & back as well.
I need help into handling an animation imported in FLV format which I have a 3D object rotating 360 degree in about 100 frames.I would like to control the rotation myself maybe using a drag scroll system in order to back and forth between frames manually
I'm developing some e-learning content using Captivate and Flash. The .swf is currently opening in a new browser window and playing in almost full screen. Is there a way I can create a button which will toggle the size of the swf from large to small and back again as required during playback. I am not wanting to use the full screen button option to scale up as the resulting resolution at full size is unacceptably poor.