ActionScript 3.0 :: Optimization On Load Time (Large Images And Sounds)
Jan 27, 2011
I have an all flash website that works by having each portion of it to load and unload in the center of a frame based off the navigation chosen.Load times on everything but one part of my site are ok.The dimensions of the part inside the frame are 968x674.I know that's relatively large for a flash file, but that can't be changed at this point.Within the page there are objects that come up when you find an item on the screen.Its a dialog box and it shows text, an image, and has a voice over that reads what the text says.After you're done looking at it, there is an x-button to dismiss the window.There are 15 of these and they are exported to the actionscript.I add them in the actionscript via addChild.
The other huge thing is there is a ton on the screen.It starts you off in an environment, and when you click 3 different sections, it zooms into that portion allowing you to look for the items you're trying to find.There is also a man that talks and animates in the beginning and at the end.We are planning on taking out the end part and putting a text box up. URL...The two parts of the site we are trying to optimize is the main menu when you first are at the site, and the "Explore" section.(Just click on the cloud on the front page.
View 2 Replies
Similar Posts:
Feb 23, 2005
Can I use attachSound method to load 2 or more sounds to play at the same time? If yes, how?
View 2 Replies
Jun 9, 2011
I have some pretty large PNG images stored in a database (example 1000x15000 px, 4.5MB). I am trying to load this using the Loader class...the problem I am having is when I call load(), nothing happens. No events, no errors.I can take the same image and embed it. As long as as I set the height to less than 8000px it works fine. If I convert the embedded image to a ByteArray and try to load it, nothing happens.
View 3 Replies
Feb 23, 2005
Can I use attachSound method to load 2 or more sounds to play at the same time? If yes, how?
View 2 Replies
Nov 22, 2009
I am creating a Flash site for a client who wants to display many (about 15) fairly hi-res photos as well as a video. I am using the Video class to display and control the video, and the Loader class to load the photos. I preload them from an XML file up front, while "loading..." is displayed.
The video plays immediately after the loader finishes, and the user can also choose to view the slideshow, which has left/right arrows which show each photo with a simple fade tween between each one.
The problem I am having seems to be that when all these assets are loaded, the video and the "fade" effects are very choppy. If I cut down on the number of photos, everything works fine; but I have to include all of them, plus the video.
I am storing all the Loader instances in an array, and when they are requested, I add them to the stage and fade them in. When it finishes fading in I remove the previous one from the stage. So they are all stored in Flash's "memory", but there is only one Loader or Video instance on the stage at any given time. Is there a better way to handle this? Perhaps some way to cache the images but not bog down Flash's memory? I would prefer to have everything loaded up front in order to avoid needing a "loading..." for every slide.
View 1 Replies
Nov 20, 2009
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
View 4 Replies
Jun 21, 2007
I have a photo gallery that loads many images using a for loop (image data is from XML file). Simplified code looks like this:
Code:
var photos_xml = new XML();
photos_xml.ignoreWhite = true;
[code].....
View 2 Replies
Jan 11, 2011
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
View 1 Replies
Apr 15, 2011
I got 30 letters(.jpg) added to my library, I made 30 movieclips which are instances of these letters. 30 jpgs make my compilation last long. I tried some different things such removing these and some others tricks but it doesnt work ,because the instances behave strange.
View 4 Replies
Nov 18, 2009
i have a player in flash action 3. i need to take a the total time of the sound file and current time of the sound file. how can i code like this.
function onPlayProgress(evt:Event):void {
var sndLength:int = Math.ceil(snd.length /(snd.bytesLoaded / snd.bytesTotal));
var seekbar = 100 * (channel.position / sndLength);
[Code].....
View 1 Replies
Aug 3, 2010
I just want each image in my array to fade in one at a time, Here is my [code]...
View 1 Replies
Feb 20, 2011
I'm a more desperate search for answers and need to load multiple images at the same time. I'm trying to use the same loader but don't know if this is best practice (and it isn't working). Ami I close?
[CODE]...
View 2 Replies
Apr 9, 2010
I have seen that exporting with AS3 from library is a lot better than loading a whole music loop. ie: A tenth of the size so would it be best to always do it that way for a game for example.But if I'm building an English teaching app with 100's of words and sentences it's easier to connect up via xml and load from folder. Which would be the best option here?
View 3 Replies
Oct 28, 2006
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
[Code]....
View 6 Replies
Jul 25, 2009
I use Flash primarily for animation. The project I'm working on currently is a hefty 1920 X 1080 square pixel file and currently weighs in at 187mb because of all the sounds and jpg images.It's 2 minutes long.
The problem occuring is new to me as I've never worked with projects this long or in this resolution. Or with this much data (sound effects, jpgs, etc).
The problem is this: I'm trying to import a high resolution photograph (3500x2500) onto the stage or even just in the library. I'm using the photos to get an idea on where the final animation will be placed (photo backgrounds, flash animation, composited in After Effects, think Roger Rabbit).
View 1 Replies
Jan 22, 2012
I found this bug in Flash 8, so I just downloaded CS5.5 trial and I see the same problem. When I increase the image export resolution to get a larger image, at one point the lower section of the image became white (the image has the appropriate size but the content is not rendered in the lower section). As bigger is the image, larger is the white fraction. The amount of useful pixels always stay around 10 or 13 megapixels. Here some examples:Original image was 3375x6710 pixels in the left one and 2625x5219 en the right one.
View 3 Replies
Feb 8, 2010
Requirement: Create single very large bitmap data which contain some 30 PNG images loaded and for each image it should have some text. Images and text are loaded dynamically (AS2 code. Images are stored in a remote server). The bitmap data display should show 8 images at a time and corresponding text. We can see rest content by scrolling (kinetic scroll is implemented). How can I go for it?Some questions:Is there any limit for size of bitmap data ( As per link there is restriction on the height of the bitmap we can create in AS2 (max value is 2880 which is not enough for some 30 element list If we create individual bitmap data for 30 individual PNG files, we find some jerks in scroll. How can we have smooth scrolling?
View 5 Replies
Mar 9, 2011
So I'm working on some localization stuff and I'm using the fl.lang.Locale library in AS3/CS5. I am using the strings panel, and can get stuff to the XML files in the proper XLIFF formats.I am attempting to be able to swap out text (and eventaully assets) at run time using the "Replace strings: via ActionScript at runtime" setting.As it is, I have to reference every text field directly by instance name. I have begun to place those text fields into a Dictionary to line them up with their proper IDS.I have 2 questions.
1) is there a better way to replace all of these text fields? there are a LOOOOOT of text fields spread out across many many scenes. Is there a built in "change all fields" function somewhere that I'm missing?
2) why won't this work.[code]
View 0 Replies
Nov 21, 2010
I made an app. I figured out how to load all my images into in.I have about 1000 images and 1000 sounds that I am using in it. About 70MB of data How will this affect a users computer? Is it even possible the load up this much content?I ask because I am getting stack overload error on my bulkloader!Scares me to think that months of work will go down the drain because I can't load this much data!
View 2 Replies
Dec 20, 2008
I'm having an issue where when I try to print a larger image via printjob one of two things happens. One either the job fails or two the output of the image is literally diagonally cut off. I am simply passing the stage to the print job. I've tried both with and without using printAsBitmap.
View 1 Replies
Dec 6, 2008
I'm creating a movie object using images. I'm using PNG file types with an alpha channel. Each frame is approx 640 x 480, each single pitch image is 36 frames creating an image 23040 x 480. If it's a multidimensional image it is 23040 x 11520. I load the image in using "img_name".loadMovie("imageFileName", 1);
The problem is it only seems to load around 2880 pix of the image.
How can I get it to load the whole image? How can I choose it to load the next section of the image?
View 3 Replies
Aug 31, 2010
I have this code which works fine when selecting a small number of images.
public var fileReferenceList:FileReferenceList;
public function browseFiles(event:Event = null):void
{
[Code]....
However, when selecting a large number of images (1000+), the fileList isn't initialized yet when the SELECT event is dispatched. Is there a way to wait for the fileList to be initialized?
View 1 Replies
Jul 25, 2009
[URL]
Here is an example online, I am trying something similar but am not happy with what I am seeing, perhaps it is just on my side. The scrolling seems choppy/jagged. I have this same issue doing a similar scroll with lots of big images. Is there any way to get a nice smooth scroll at a decent speed with flash?
Ive ported my as2 code into as3 but am seeing the same results. I have used tweener and tweenlite, nothing Ive tried is helping. how to achieve a smooth scroll?
View 1 Replies
Oct 15, 2008
I'm building a flash based site for my photography in Flash CS3 with actionscript 2. The swf is almost 700kb so I guess I'll need a preloader right? I thought I could create a preloader scene before the main content scene and apply the following code to the single frame within the preloader:
Code:
ifFrameLoaded ("website", 3){
gotoAndPlay ("website", 1);
}
This doesn't seem to work as the large images in my gallery (contained within a movie clip) won't load unless you leave the gallery page then go back in?
View 3 Replies
Sep 20, 2011
I load an external movie fine with:
f_btn.addEventListener(MouseEvent.CLICK, finteractiona);
function finteractiona(event:MouseEvent):void{
var loadera = new Loader();
[Code].....
It takes 2 clicks to close (or unload) Why?
View 10 Replies
Jul 30, 2010
I'm doing a project that has a lot of time line animation.There are 5 buttons. Each one plays a multi-frame MovieClip containing sounds embedded in its timeline.Then there is a button that stops any of the playing movie clips. Of course, this doesn't stop the soundsormally, I'd just use...ActionScript Code:SoundMixer.SoundTransform.stopAll();Problem is, I also have non-timeline sounds that I have playing on a loop for background music, and the SoundMixer would stop the music too. But I don't want the music to stop.Doing some research, I think any MovieClip can have a SoundTransform property you can adjust, so I should be able to control the sounds just inside specific MovieClips. But I can't figure it out.
View 1 Replies
Apr 8, 2004
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
View 3 Replies
Apr 8, 2004
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
View 3 Replies
Feb 16, 2010
[URL]This site loads in all of the large images behind the scenes, so once you click through a project, the images appear immediately.
Ben.
View 2 Replies
Sep 28, 2011
loading large images(12000x6000). there are a number of interesting workarounds, but all a a bit clunky.
this is for a local application - not internet.
View 4 Replies