ActionScript 2.0 :: Buffering Animation Reappearing Over NetStream Loaded FLV?
Mar 8, 2009
I'm using netStream to stream dynamically loaded flv's into a video gallery. I've created a "buffering" animation called "bufferCounter" that loops while the stream is buffering. However, it keeps reappearing at odd times in front of the movie.
I'm assuming it's doing this because the buffer is no longer at 100%, but I can't seem to work around it.
Here is my code for reference:
Code:
// Create a NetConnection object
var netConn:NetConnection = new NetConnection();
// Create a local streaming connection
I'm using netStream to stream dynamically loaded flv's into a video gallery. I've created a "buffering" animation called "bufferCounter" that loops while the stream is buffering. However, it keeps reappearing at odd times in front of the movie.
I'm assuming it's doing this because the buffer is no longer at 100%, but I can't seem to work around it.
Here is my code for reference:
Code: // Create a NetConnection object var netConn:NetConnection = new NetConnection(); // Create a local streaming connection
I am loading a showreel in my flash file using this:
[Code]...
The .flv is 35mb so the video is understandably jumpy. I was wondering what i should do to get round this... Is there a way to buffer it at the start so that there will be no glitches in it? The showreel has already been compressed quite a lot so can't shave much off the film size...
I am streaming a playlist of multiple mp4 video files and have been experiencing strange netStream.time values when the buffering is set for an extra long time on slow connections.
For example, when starting the video, if I set the buffer to something like 90 seconds, while filling the buffer netStream.time reads 0. The second the buffer is full, instead of reading 0,1,2 +++ it jumps to a really high value, in this case 53535 and sticks there until the video, which seems to play correctly from the begining ,catches up to that time and then starts incrementing as it should. What's odd about this is that the time the netStream.time gets stuck to always corresponds to the end/begining point between two streams in the playlist. For whatever reason this always seems to be the third video in the playlist. IF I seek to a new location, it re buffers, and then the time properly is stuck at the time that corresponds to the end of the 4th stream.
If the connection is relatively fast and the buffer is set to a smaller value, I never see any issues.
I know netStream.time is notoriously buggy, but something tells me there is more going on here.
I am streaming a playlist of multiple mp4 video files with flash 9 and FMS 3 and have been experiencing strange netStream.time values when the buffering is set for an extra long time on slow connections. When I have my buffer set to something like 60 seconds I'll start experiancing this problem:
the NetStream.time value will return 0 on progress events while buffering, but the moment the buffer is full, instead of reading 0,1,2 +++ it jumps to a really high value, in this case 53.5 seconds, and sticks there until the video (which seems to play correctly from the beginning) catches up to that time and then the netStream.time starts incrementing as it should.
Another relevant fact is that the time the netStream.time gets stuck to always corresponds to the end/begining point between two streams in the playlist. For whatever reason this usually seems to be the third video in the playlist. If the connection is relatively fast and the buffer is set to a smaller value,
I'm trying to implement a simple NetStream video player with Progressive Video, but for some reason the video is taking about 12-13 seconds to begin buffering...I don't get it. If you check this link, you can see the buffer progress, you can see that it sits at 0 for >10s, until finally starting to buffer, at which point it finishes very quickly. [URL] It's a hard one to search for as any query using connection or slow obviously returns a bunch of crap that I don't need...
i made a little buffer script for dynamically loaded mp3s. it's supposed to play the file after 20% is loaded (these files are a couple of MB). anyway, it doesn't play after it's buffered to the 20%. works when i just test movie in flash. doesn't work when i test "streaming" in flash. here's my buff script, etc. let me know if you need anymore info...
I made a little buffer script for dynamically loaded mp3s. It's supposed to play the file after 20% is loaded (these files are a couple of MB). Anyway, it doesn't play after it's buffered to the 20%. Works when I just test movie in flash. It doesn't work when I test "streaming" in flash. Here's my buff script, etc.
I'm building a video player, and I'd like the play to show a "Loading, please wait"-type animation whenever the video is buffering and not playing. (This is either when the user enters the page and the video has to buffer a bit before it can start playing, or when the video suddenly stops midway because the internet connection can't load video fast enough.) Is there a way to detect when this happens and show the animation accordingly?
I'm building a video player, and I'd like the play to show a "Loading, please wait"-type animation whenever the video is buffering and not playing. (This is either when the user enters the page and the video has to buffer a bit before it can start playing, or when the video suddenly stops midway because the internet connection can't load video fast enough.) Is there a way to detect when this happens and show the animation accordingly?
What I am trying to do is get the animation of the audio levels (red bars next to the power switch) to only happen while a video is actually playing (videos are in the video gallery section). I have the animation done and I can easily get it to start and stop based on pressing the play and stop buttons, but since they start and pause the video you would get instances where the video isn't playing but the audio levels would be animated, which I don't want.
Here is an example of the code in the play button (using NetConnection and NetStream to play the videos):
The only way I can think to make it work exactly as I want it is to have Flash look to see if the video is actually playing or not and I can't figure out how to do this or if its even possible using the NetStream command I am using to start and stop the videos.
I'm making a video player in AS3 and was wondering how to find out how much of the video is currently cached/buffered. I'm not sure what the correct terminology is, so I haven't been able to find it in the documentation.
NetStream.time gives me the current location of the video, so based on that I can display a progressbar.
Underneath the progressbar, I want to display how much of the video has been loaded already. How do I find this value?
I'm loading flv file using Video and Netstream (trivial example from docs). On Flash player 10.1 everything works fine. On 10.0.2.54 everything stops on NetStream.Play.Start.
I've been searching for this for a while, and either my google-fu is weak or there is no easy to find answer yet...
I am using a NetStream to stream a video file from anywhere. The NetStream is NOT connected to any server. Here is the code:
// Create new connection and stream _netCon = new NetConnection(); _netCon.connect(null);
[Code]....
This basically works, of course, but the video always starts playing only when it is fully loaded. It also passes the metadata only then. But the main reason to use a NetStream is so that you can play a video BEFORE it is fully loaded.
I tried playing around with the bufferTime property, but to no avail. Also made sure that there is no caching involved when loading the video. I always load a "new one" by adding some "?bla=date" value behind the url.
Is it possible that the "real" streaming only works when really connected to a server? Or am I missing something else?
I'm making a small video players in AS3, and I've found that after calling NetStream.pause() or NetStream.togglePause(), no status messages are being fired any more.If I click the "pause" button while the video is buffering, I never get the Buffer.Full message.Here is some code:
_connection = new NetConnection(); _connection.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler); _connection.connect(null);[code].....
I am working on an app that will take a snapshot of an rtmp stream of an archived video, save it to a file, and ExternalInterface the file name to the hosting page to javascript it up for display.
I actually have all pieces working great. The only time an error is thrown is when I pause the video, seek to somewhere, and then try to take a snapshot. Then there is a runtime error of: SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: mySwf.swf cannot access rtmp://myFlashServer/myApp. No policy files granted access.I've seen post after post of suggestions and have tried them, but without success.
I have the crossdomain.xml and my FlashMediaServer security setup fine (it is actually working, except for this one glitch). It just seems to be the pause-then-seek-then-BitMapData.draw() combination which is creating issues.
Another weird thing: after the error is thrown, if I resume the stream and take a snapshot, it works flawlessly again.
I am using NetStream, NetConnection and Video object to play an mp4 file which is hosted over a web server using http.This is an AIR application and the relevant code is pasted below:
var url:String = <some http url>; connect_nc = new NetConnection(); connect_nc.connect(null);
In my application I have a video playing from a NetStream. Every second on timer I update a text label with statistics like stream.info.currentBytesPerSecond. The problem occurs when the NetConnection associated with this NetStream closes: the getter for stream.info throws
My flash web page works good but when it starts for a first time (you go to link for the first time and web is not in your cache) animation stops after it is loaded. I have same problem after Ctrl+Enter export from Flash, sometimes I have to re-export few times.
Here is my preloader code: stop(); this.addEventListener(Event.ENTER_FRAME, loading); function loading(e:Event):void{ var total:Number = this.stage.loaderInfo.bytesTotal; var loaded:Number = this.stage.loaderInfo.bytesLoaded; [Code] .....
Why the animation [logoANIM] isnt going to the specified "loadedFrame" frame #... Additionally the trace(loaded frame); isnt outputting the loadedFrame #
I'm developing an AS 3.0 wrapper to add some extra stuff that has to load some old and plain frame to frame SwishMax 3 animations and then be able to stop them,
[Code]...
The animation load works as expected but the movie.stop() doesn't. What is wrong?
i need a preloader to preload and external jpg. which i have pretty much working. however i need the following animation in the movie to wait until the jpg is loaed to play and i need the animation to play on top of the loaded .jpg
URL...The preloader on this site seems to run through a complete animation before moving forward in the movie.I am curious if there is something to how preloaders like this work. Does each animation happen after a certain precent is loaded (in this example, when the squares turn green) or are they just animations that have nothing to do with the actual preloading?
I have created a flash cs4 file > I did some animation using 3d rotation tool > then im trying to load this file from another swf > and surprisingly I cant see any animation? I am loading the file using the given below code:
var Xpos:Number=0; var Ypos:Number=0; var swf:MovieClip; var loader:Loader=new Loader(); var defaultSWF:URLRequest=new URLRequest("test-2.swf"); loader.load(defaultSWF); loader.x=Xpos; loader.y=Ypos; addChild(loader);
In the above example "test2.swf" contains some animation using 3d rotation tool. Why its not showing any animation on load?
I have my main movie that has a container movieclip called vulture_container_mc. That container MC loads "vulture_mc.swf" into it. There is a button on the main movie that loads that swf into the container MC. I did the if statement in the beginning so the person couldn't keep reloading the animation when you click on the button over and over. It works so they can't do that, but now they can only press the button once, after that one time the button doesn't work.
Here is the main movie I'm talking about:
>>Main Movie<<
The vulture animation when you click the email button is the external swf file. I would like to make it where they can't keep reloading the animation (which works with the if statement, but I also need it so you can press the email button again after the animation is done to cause the vulture animation and email link to work again.
Here's the code in the email button:
Code: on (release) { if (vultureClicked == 0) { loadMovie("vulture_mc.swf", "_root.vulture_container_mc");
I have my main movie that has a container movieclip called vulture_container_mc. That container MC loads "vulture_mc.swf" into it. There is a button on the main movie that loads that swf into the container MC. I did the if statement in the beginning so the person couldn't keep reloading the animation when you click on the button over and over. It works so they can't do that, but now they can only press the button once, after that one time the button doesn't work.
Here is the main movie I'm talking about:
>>Main Movie<<
The vulture animation when you click the email button is the external swf file. I would like to make it where they can't keep reloading the animation (which works with the if statement, but I also need it so you can press the email button again after the animation is done to cause the vulture animation and email link to work again.
Here's the code in the email button:
Code: on (release) { if (vultureClicked == 0) { loadMovie("vulture_mc.swf", "_root.vulture_container_mc");
I have a flash file that has three main buttons on top. When a button is clicked the timeline moves to a that frame (designated with a label) that loads in a particular external SWF corresponding with the button. Those movies are loaded into the same empty movieclip called "presentation"using:loadMovie("splash.swf","presentation"); In one of the external loaded SWF's there is a tween animation (on first frame using TweenLite), that takes place upon loading the SWF. The issue is that when I click a button and go to another frame (which loads another SWF) mid-way through that animation, and come back to that same page with the animation. The animations starts mid-way as if it was running in the back, such as fading in things that shouldn't be faded in yet, etc..? Any clue as to why? EDIT: Maybe this is the cause? The animation code in the first frame of the loaded SWF:
//Animate the bouquet var bFadeIn:Tween = new Tween(bouquet,"_alpha",Back.easeInOut,0,100,1,true); //106.95 bFadeIn.onMotionFinished = function() {
I've got an animation in a MC which I want to play out as a preloader.For example, it has 100 frames, and I want the animation to play upto the percentage which has been loaded. So, if 40% of the SWF has been loaded, then the animation should have played upto frame 40.