ActionScript 3.0 :: FLVPlayback Not Fully Removing?
May 5, 2009
I am trying to remove a FLVPlayback. When I do this it visually removes it but the video is still playing because I can still hear it. I've removed the container child that holds it & I even tried removing the FLVPlayback itself, still keeps on playing.
A website I've recently encoded has HTML5 video that falls back to a Flash video for IE browsers. The MP4 video is played through a SWF file with an FLVPlayBack component, and works perfectly on my company's staging environment. However, once we moved the files to the client's live site, the video's buffering does not work properly. Instead of showing the video controllers and progress bar as the video loads, nothing is shown until the video file is completely downloaded (about 50MB)Here are the settings used for the SWF file and FLVPlayBack Component:
I am tring to remove the flvplayback compiled clip from the stage with the following code but it only stop the movie, it does not remove the actuall player.
on (release) { _root.instance1.instance2.my_FLVPlybk.stop(); _root.instance1.instance2.my_FLVPlybk.removeMovieClip(); }
I am trying to remove an FLVPlayback from stage at its completion and gotoAndPlay a mc from my library. Nothing seems to work. I am using CS4 and as 2.0.Here is the code im trying to use now to load and remove FLVPlayback
I have attached a video on a frame of my website in Flash. When I preview the movie the film plays as it should.But when I export the Fla. as a Swf. file it then doesn't have the movie there anymore?It does show this error:
**Warning** The linkage identifier 'FLVPlayback' was already assigned to the symbol 'Video/FLVPlayback', and cannot be assigned to the symbol 'FLVPlayback', since linkage identifiers must be unique.
I'm actually an artist who happened to stumble on flash and have been subsidizing my income with animation projects for some time.My question, query, bane of my existence is the automation of my e-cards.Many many people ask how they can send my cards. Up to now I have been manually customizing cards. whew.I would like to make the .swf files fully automated so people can fill out the "to, from, text message" and e-mail a notice to a customized animation.Is there a generic code I can cut and paste? Beyond basic html code,(seen on my site)
I am making my website by loading each of the external pages in to the main swf file. I've used a tutorial and it manages to load all of the correct pages when the corresponding button is pressed, however I can tell that the Unload isn't working because each page has audio and I can hear them playing over the top of each other when I navigate through the pages.
Here's the code.
Code: var Xpos:Number = 0; var Ypos:Number = 102; var pageSWF:MovieClip;
So I've been working on this website for quite a while now. It's my first website fully in flash. I finished it in the beginning of November and have been slowly fixing bugs here and there. I'm just wondering what your thoughts and comments are? [URL]
My header swf on load took longer than the hobbies swf. It is surpose to appear only after the header swf is fully loaded. See link below.
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Is that any properities/condition I can use to check that the 1st SWF to be fully loaded (return true value) b4 proceeding to load 2nd SWF using do while statement.
I'm using a preload function with the Movie Clip Loader. Everything works like it should except the external swf's will play before they are fully loaded. At first I only had one frame in each swf, and they wouldn't show up until 100%. Then i added some animations, and now they play out at around 60% loaded.
I know I can fix it with stop() on the first frame and tell it to play after 100%, but I'm wondering if anyone else has had this problem, or is it something common with MCL and i just wasn't aware of it.
After publishing my fla file and uploading it, everything seems s Ok on large monitors like 23 inch. It works with Explorer firefox and Safari but, looking at the site on a laptop, the top of the site is chopped up. There is no way to redraw the windowThe issue seems to be only on laptops from 12 inch to 17 inch.It looks like the site is too big for the screen so, the top area is not viewable. As my buttons are at the top, you cannot navigate through the site There are no scrolling bar on the right hand side so you cannot scroll up or down. I am including some screen shotsI tried a few things in the Publish settings and things like the percentage and
im having trouble creating a fully function iphone in flash and create user interaction witht he app.how to do this i have create the different app stages and how they look in photoshop
i making flash website and i tried to put a preloader but it dosen't work ... if u wana see the example of what am talking about plz visit thisi spent alot of time and i visited all the threads posted here but i failed
I built a pretty simple Flash movie for a client and put a preloader on frame 1. The preloader works fine then the movie plays. What is happening is if you go to another page on the site and then go back to the home page all you see is the preloader bar fully loaded but the movie doesn't play. You have to refresh the page for the swf to play again. It is doing it to me in Firefox but not IE 8 and it is doing it in IE8 on my clients computer...
Here is the code. stop(); this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); function onProgress(e:ProgressEvent):void{ var loaded:Number = e.target.bytesLoaded; var total:Number = e.target.bytesTotal; var pct:Number = loaded/total; loader_mc.scaleX = pct; loaded_txt.text="Loading..." + (Math.round(pct * 100)) + "%";}function onComplete(e:Event):void { gotoAndPlay(2);}
Here is a screen cap of what is happening. After you go back to the homepage all you see is the rpeloader bar fully loaded without the load text.
i used URLStream object to load an image file progressively by reading it into a bytearray My code is very much similar to that atthe problem that i got is a very rare problem i.e. it occurs very rarelythe problem is that sometimes the image does not get fully displayed even after event.complete of the urlstream object.(the last packet of image data is not shown);i used a timer with delay 100ms after the event.complete event to address this issue for the time being.
How do I tell setInterval to start calculating the time after the image is being fully loaded? (That's because some of my images take about 3 seconds to load) var IntervalID = setInterval(myShow, 10000);
I have a preloader and with that I have a Title Dynamic Text, and a Percent Loaded Text.Its seems that with more then 1 Dynamic Text my Percent Loaded Text doesnt show the full text.[code]...
Flv seems like can't be use with loader but NetStream. But I wanted to play the video only after I have completely download it (smooth viewing with no buffering time). How can I do it with NetStream? And Can I have multiple video load at same time, and play it according to some array arrangement?
I have a canvas component that I create and add as a child of a parent canvas component. I set the opaqueBackground property for the child component which makes it opaque over the parent component. However, when I add two child components, they are not opaque over each other. How do I set it up so that one child component completely covers up the other child component?
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 have Movie that has a preloader on the 1st Frame and then on the 2nd Frame a swf is loaded using this script.[code]This loads my test_1.swf into the test_1 mc inside the cc mc.This all works fine.... However what I want to know is how to only gotoAndPlay ("3") after the test_1.swf has been fully loaded?The idea I'm working with is that... an initial swf (simply an image with a preloader - test_1) would load into the background when the swf is started and then a menu would appear in frame 3 that would allow the user to replace the background swf with button clicks..... But at the moment the menu on frame 3 is loading before the background swf is loaded.
While using the debugger in Flash CS3, how can I make sure the stage is fully rendered whenever the debugger stops at a break point and as I step through the code? I need to see the visual effect of certain lines of code as they are executed.
I'm having a strange problem while preloading external swfs. I have about 6 external swfs that load whenever their respective button is clicked. Each swf will have a short animation that builds the page. Initially, i was testing the swfs with the full page assembled on frame 1.
Everything worked as it should until i started building the animations. Now, instead of the animation starting when the swf is fully loaded, it starts when the preloader is around 60%. This happens everytime at 60%. If I take the animation off and go back to 1 frame, it shows up when it's supposed too, at 100% loaded. I thought i could get around it by putting a stop on the first frame and telling the swf to play with onLodInit(), but it still shows up early with the stop() on frame 1. Just wondering if anyone else has ever experienced this weird problem?
I have a drawing effect animation (around 200 frames) which is in a movieclip within a movieclip (_level2?). When I run this swf I want the movieclip to start playing even if it is not fully downloaded, like it would if the animation frames were in the main timeline. How can I do this? At the moment it waits for the whole movieclip to download before it plays. I want it to start and play as it downloads.
Im trying to draw a bitmap of an dynamically loaded image via xml, and ofcourse i'd like to apply smoothing to my images, as my page resizes with the browser and creates a mess.
The images are loaded with a timer event, which fires every 200ms, and each time this occurs, I'd like to quickly draw the bitmapdata of the image so i can apply the smoothing.
My problem that im having is that the images aren't completely loaded when I run the draw method and so im left with a white box instead.
Currently im using:
Code: function itemHandler(event:Event):void { loadThumbs(event); thumbLoader.unload();
I have a question that is a bit tricky. Why I want to do this is becouse I need such a dynamic solution as posible with fast downloadtime.
- I have a host file that schould preload child files (this is to display what I can load visual).
- In the child files library i have a clip ready to be exportet (it's exported in first frame)
- when my host noticed that the childs second frame is loaded I want to grab the clip from the childs library and attach it in the host. (after this it will load nextone e.g.)
Is it not posible to get childrens exportet library clips? (have tried to load whole child clip before trying to grab the clip).
I've got two textboxes txt7 and txt9. First shows percentage right (working) and second is conditional if less than 70% shows "should repeat this" (working) but if 100% the "well done" doesn't show.
txt7var = Math.round((new_score/4)*100); // convert score to percentage txt9var = ""; this.onEnterFrame = function() { if (this._currentframe == 'score') {
The site is created and I tested it on all resolutions but some are complaining some text is too small to read easily. Is there a way to change the size of the entire flash website without having to go in and change individual font sizes and resizing all the graphics?