here is the situation, I have the button that loads two swfs, one is the backround and the other is the news bar. However, I would like the news bar to load no sooner than the backround swf loads. I dont why but I thought this code would work - it doesn't
on (release) {
loadMovie("films/news/news.swf",_root.content);
}
I want to create a menusystem that bases only on mouse over functions. Tough there is one thing that might become quite frustrating for the user and that is small by mistake mouseovers that brings them to another page.So what I want to create is buttons with a delay of lets say 200ms. 200ms that the user has to have her or his mouse over the button to activate it.But I have run into some problems, and after a lot of googling the only result I got is menu-buttons that are activated directly on mouse over, but does not act out the manuver until the delay is over.So the user could practicly have his mouse in china when the button is activated. Which is not the result I want.I want a button that is activated after that the mouse has spent 200ms on the button.This is the failed direct reaction Actionscript 2.0 of the button I got at the moment.
Code: on (rollOver) { timer = setInterval(goto, 200);
I'm loading an MP3 file at runtime, and it sometimes plays a little delayed or very quiet (or it sounds like it's being partially cut off). I've also noticed that if you immediately refresh the page, the audio plays on cue and at full strength.
Below is the relevant code. Am I doing anything wrong, or could this be a bug in Flash player? (FYI, I'm seeing the problem with Flash 10.0.32.18 in Firefox, Chrome, and Internet Explorer.)
I am working on some schematic animations and need to implement some button driven navigation with a slight difference from the norm that I can't figure out how to do...
I'd like to start playing a movieclip which would then pause halfway through. The user would then be able to click one of a selection of buttons which would trigger the movie clip to start playing again and then load the next movie clip based on the button pressed. This means I could show the intro of the animation and then following a button press, show the outro before moving to the next selected clip.
I have a timeline instanced movieclip which i'm calling a method on its parents movieclip constructorproblem is that even though the object already exists, its methods are "undefined", i have put some traces in, and noticed the child constructor is calling after its parent constructor..
I'm having trouble with a controller I'm using with an FLV. I am a newbie when it comes to actionscripting. I have a project I'm working on that contains a 86:50 minute FLV and towards the end I will have a separate button appear to click on. The code I am implementing was from a different project that utilized the same functions but with a 4:49 minute FLV. I have an example of this at [URL]. As you can see the controller is set up for the 4:49 minute FLV and when the timer gets to 5:00 minutes that button comes in. I need to make the FLV play the whole way through and then at a specific point have the button appear and I can't seem to do it. Below is the only code I can see that pertains to this section.
I often want to run a movie but are only insterested in the debugging output and switch back to my code or to the debugger.I discovered, that the movie framerate is significantly slower in an inactive browser window. This causes e.g. certain async unit tests to fail when run in the Flex UI. So it's not that trivial
I am building a Flash continuous play application for a company to use in a booth presentation at a sales show. In effect, it will be a more engaging Powerpoint presentation. Each slide will be a be a frame that will call an external swf into movie clip with the animation of text or fade in images in the external swf. Each external swf will stay on for about 10 seconds. I am looking for an action script that will first stop the advancement at each frame for 10 seconds (ability to edit seconds needed) and then move to the next frame and stop for 10 seconds then the next and so on and so on and at the end, start back at frame 1.
I've been working with a 3rd-party multiplayer engine for a game I'm developing. A lot of messages get sent during certain times (loading, etc) to the point where it is possible that multiple messages may be sent per gameloop. To solve this problem, I am attempting to create a delayed message processing scheme. this function is invoked every time a new message is received:
Code: // called by the Client public function PushMessage(gameMsg:GameMessage):void { messageQueue.push(gameMsg); }
And at a point in the gameloop, I want to process these messages and clear the message queue. The only problem: there is no assurance that the messageQueue won't be modified during that time. The messages in AS3 are basically interrupts (possibly overlapping), and I can't find any way to temporarily disable event dispatching for a specific EventDispatcher-derived class.
So at this point I can think of only two options. The first is to write a mutex using a Boolean and setTimeout. I do not want to do this for obvious reasons (bad! BAD!). The second is to give up on a delayed processing model.
I'm a bit new to AS2 but not too new at all, I have managed to play sounds in various forms but the way I tend to use and am actually using is as follows. I attach the sounds to Sound objects in the moment of loading and play them with "start" in the moment they are needed, not anything too complicated as you can see. The problem is I have noticed that within the author environment or once they are exported, the swf play the sounds ok, but once I upload to a server in the internet (not a portal, just plain html loading the swf) the sounds seems to delay a bit, as this project is a game it breaks a bit the effect when bells are ringed after you scored points.
I'm trying to make an instrument type thing.[URL]... How come the sounds play about half a second after you hover your mouse on one of the circles? I need it to be completely instant.
[Code]...
Also, sometimes, it just doesn't detect the hover at all and doesn't play a sound (if you hover too fast)..
You've probably all seen a YouTube video somewhere on the web. I'm interested in how they built their Flash player's feature that only loads the video's preview image when the video is in the view of the browser.For example, when there are multiple videos on a page, the videos below "the fold" will only load their preview when scrolled into view.
I am using FMLE and fms 4 ent. When using fmle to broadcast webcam without audio. It goes really fast. I am on 1gbps connection with nothing else coming to the server at moment. I tested download speeds to and from the server and they are around 700mbs. I have tried all the different audio sample and bit rate settings. All have the same result. Once audio is turned on there becaomes a 15 second delay. What am I doing wrong.
I wanted to make live drums play with keyboard shortcuts. The problem was that MP3 is not good enough in this case (encoders adds random silence at beginning of the sound) and also flash itself makes delay (I tried use already buffered file with play specified_start_point_in_miliseconds)). So my solution is OGG (this format is gapless). I use compiled swc file from Adobe Alchemy library and simple frontend for it. Everything works fine, OGG file is playing, but its still much delay - no matter if its lodeaded external or as embedded, and if its first or n time. How to make sound play fast equally to key press.
Here is my very simple example code: import flash.display.Sprite; import flash.events.*; import flash.utils.ByteArray; import flash.events.SampleDataEvent; import com.mauft.OggLibrary.OggStream; import com.mauft.OggLibrary.OggEmbed; [Code] .....
We have installed FMS on our godaddy server to work with and used live video streaming services. We are having problems with the video quality being choppy, slow and pauses continuously during live broadcast and motion. We can't figure what is wrong; video needs to be flawless and in high quality. The godaddy server is running:
Red Hat Fedora Core 7 Intel Core 2 Duo - 2.13 GHzRAM 2 GB RAM 250 GB Total Disk Space
I am facing below mentioned problem regarding video broadcasting with adobe flash media interactive server (Developers version). I am using DVRCAST for recording video from a webcam and broadcasting the same live. Please find video settings below. width:320 height:240 fps:15 quality:90 bandwidth:150 buffer time:0.01
Our problem is that videos are not playing smoothly in application. The motion is getting paused and interrupted in time of broadcast live. I downloaded and checked the recorded flv files from server and found the recorded file also has same problem. So this problem is appearing in time of streaming the video from client computer to fms server. This problem is not appearing when I am testing the application in my localhost.
My code for live streaming mentioned below: private function publishCamera():void { cam = Camera.getCamera(); cam.setMode(cameraSettings.width,cameraSettings.height,cameraSettings .fps); cam.setQuality(cameraSettings.bandwidth,0); cam.setQuality(cameraSettings.bandwidth,cameraSettings.quality); [Code] .....
i would like to do a simple set of buttons dynamicly created by code, like simple recangles which will act to each other and have different target urls or movies to load. Also buttons should have constant spacing to each other and it should be possible to have a tween animation for each one with delayed timing, so button 3 slides in first, button 2 slides in a second later and finally button 1 slides in at last. If you click one button all of the other buttons should get deactivated and the alpha should tween down to a lower level for e.g
Something like that, sounds simple but i don?t know where to start. I guess i will need to duplicate the button give each of them different targets, tweening and activate / deactivate states, but thats all i know in theory so far.
I have a mc on stage that I want to "grow big" when you rollover it and then "grow small" when you roll off. But, then I want to be able to load another mc (or swf) into this growing and shrinking mc all simultaneously. I can't figure out how to load the external swf into this mc as it grows and shrink.[code]
Note: No runtime errors. No nothing. The text shows up entirely unformatted. I even made an HTML document and imported the same exact css file into that, and it worked fine... It just doesn't work in flash.
There are 100 buttons in my movie clip and a timeline of 10 frames length.If user clicks on button1, the movie clip will play and at the last frame it will redirect to second scene (scene2) and then "on scene2's first frame" "externalscene1.swf" will be loaded.If user clicks on button 5 then on scene2's first frame "externalswf2.swf" will be loaded
Here the normal code i wrote : //SCENE1 - 1st frame : st1.addEventListener(MouseEvent.CLICK, a1001e);
I'm having an issue running a swf within another. It seems to be running an incorrect version of the code. Here is an explanation of the environment.[code]...
I have a movie with two squares. Depending on which button is pressed, the demmensions of the both squares change for which I used the following function:
Recently, I found a great little Flash project that acts like a jukebox for external mp3 song files, and am using it on my website to play my song demos.I'm now trying to find if there is an existing solution like that for video. I just need some way to progressively download video files from my webspace when the thumbnail is clicked... and am now looking into some sort of Flash jukebox.
I've tried just embedding the video files into HTML, but they don't progressively download for some reason (even though they are saved as Progressive With Compressed Header). I've even tried using prettyPhoto (...a script that mimics a Lightbox like feature, where the whole page dims, and a floating window appears over your site, displaying any media, and allowing you to move back/forth through your list of media)..... works great, but again, not a progressive download, so you stare at a blank screen for a while.
Seems the only way it works is if I have the file on YouTube or some other site, then embed it or use the prettyPhoto app.So, can someone either tell me how to make the embedded file download (OT, but I figured I'd ask), or point at some existing Flash file that serves as a video jukebox, showing all media on a common window?
In actions for Frame 1: var myrequest:URLRequest=new URLRequest("A.swf"); var myloader:Loader=new Loader();myloader.load(myrequest);img1.addEventListener(MouseEvent.CLICK,
I would like to know if it is possible to load an external movie and add code with ByteArray inside, in order to add anymore properties, functions or why not Sprites?
Below is my code used to load a MiniMap (which changes size)My problem is trying to update the level i have two buttons on the stage for next and previous.I Cannot update the level without the old set of minimap tiles staying there and if i try to remove the MiniMap container it spits out errors or a trace will return multiple times when i only expect it to return once. have been stuck at this point for the past 3 days.I can zip up the project. its only a small class and 6txt files if needed.
ActionScript Code: function loadMap():void {//fucntion for loading the maps- var l1:level1 = new level1();
i used the code for loading an image into a MC and it makes the image look really compressed by changing the colors. i checked the image from where the code is pulling it and its fine.[code]