ActionScript 3.0 :: Remove Sound From Memory
Jan 10, 2010how o remove sound from the memory?I'm using an Object for this right now and I want to know if I am doing the right thing... or there's another alternative.[code]
View 2 Replieshow o remove sound from the memory?I'm using an Object for this right now and I want to know if I am doing the right thing... or there's another alternative.[code]
View 2 RepliesI have a class "Ball" which display graphical circle ball in random x&y axis and Ifade out it with Event.ENTER_FRAME and specify removeEventListener if it reach alpha<=0 .Now I made multiple object from "Ball" class. Now, In my stage it works nice but when I see my Computer Memory status. my current flash.exe is increasing memory rapidly. Is how to remove my unusual object from my Memory. So that it would not get hang.
View 2 RepliesI am building a website which loads some collada objects for each area. But I couldn't manage to clean the memory. It seems impossible to kill the objects.
I've found some samples implementing destroy() methods for away3d internal classes, but they're not working as well.
I have a Calendar class (extends Sprite) that when called constructs a calendar. It does so by adding several Day (extends Sprite) objects to itself. I tested this class with a driver class, CalendarTest - the Document Class, that adds a Calendar object to
its stage. It worked great. Then I added a "Next" button to build a new Calendar for the next month. It didn't work so great.
After clicking Next button, the first calendar remained on stage. removeChild did not remove the first Calendar object. So, I wrote destroy methods within the Calendar and Day classes that remove their various components and clear graphics.
The Next button now works great, for the next calendar object. But the next, next calendar object, same problem as the first problem before implementing destroy methods.
I even put trace statements before removeChild calls and set the child to null after removeChild calls. It traces such and such Day is removed, set to null, and finally Calendar is removed, set to null. And yet, the second Calendar with all its Day objects remains on stage!So, how do I remove the Calendar from stage and memory?
I have a very simple movie clip in my library with a linkage id of view. with a bmp in it 2000x760.I have a text field to which i'm outputting System.totalMemory via EnterFrame event.and two buttons one to attach the view and the other to remove it. Everything works fine and I am doing everything i know how to clean up after myself as far as the linked view goes when removing it which isn't much just removeChild and setting the ref to it to null.Now the issue is that when i run the swf either in ide or stand alone i get a memory jump when the clip is attached which is fine and great but when i remove the clip memory never gets freed >< I know this has to do with a greater CS issue with gc and all that, but How can i get memory free up with i remove the clip?Lastly I am runing System.gc() when i remove the clip (this can't be the answer? / its not doing anything)
View 1 RepliesI am loading an SWF file into another parent SWF. I remove the loaded SWF using the unloadAndStop() method and set the loader to null. But the instance of the loaded SWF still remains there in the memory.
View 2 RepliesI have a .fla that contains five movieclips, and have a couple of questions regarding removing movieclips and swf size.If all the movieclips are displayed, my resulting swf is about 50k.If, in frame 1, I code conditionals that decide which of the movieclips will be displayed, will the resulting swf size become smaller if some of the clips aren't displayed?If so, what is the correct way to totally remove a movieclip from memory? Say I have a main movieclip that contains 5 other mcs, and the as code is within the main movieclip.If not, is there a way to make the swf size smaller if less than all clips are displayed (using conditionals).
View 10 RepliesI am getting problem of memory of having repeating object. Below is my code.
import flash.system.System;
var counter:Number=0;
var systemMemory:TextField=new TextField();
systemMemory.x=200;
stage.addEventListener(Event.ENTER_FRAME,showNext);
function showNext(event:Event){
[Code] .....
Above code does repeat textField Object continuously. Now I want to destroy previous created textField Object. So that my memory will not be hang. I got some where in the blog that with System.gc() could clear garbage collection. But currently I am not working with system.gc any more I want to clear previous object in programatically way. Is there any way that I could destroy previous created object?
I have read many many post and I don't find the answer of how to remove completely a swf load external.Every time I load and unload I see the windows memory task manager and see that the memory increase and don't reduce when remove child.
this is my code:
var oneLoader=new Loader();
bt1.addEventListener(MouseEvent.CLICK, swf1);
[code]......
I'm trying to remove simple objects from memory, but when I call removeChildren memory usage rose :/ And I don't why ? And how can I remove objects ?
[Code]...
can we know what "eat" the most of memory in a swf ? is it possible with monster debugger? (i've just downloaded it)
my project works fine, but if i re-launch the swf when it is already launched (cmd+enter -> the swf is launched, then cmd+enter), this seems to give me an example of how it would be if i was on a very very slow computer, and this is "very" slow.So is there any possiblity to know what i can remove to save the memory?i use several tweenlite, no sound, and i load all my pages (5) that contains a very basic content, at the beginning, so during the preloading...
I have as3 class like this
package {
import Global;
import flash.display.MovieClip;
import flash.events.*;
public class Alert extends MovieClip {
[Code] .....
I use function Close() to remove class itself but i noticed it doesn't frees memory. Is there any way to remove it completely and free used memory?
its possible to remove something from the stage without removing it from the memory. Ie not using removieChild(); Reason being: I want to replace an image inside a movieclip rather than add another image on top or remove the image and movieclip entirely.
View 2 RepliesI am creating a generic button that will remove items created dynamically in a movie clip container from memory (not just from the display list).
To track which item the user has selected for deletion, I have a click function that stores the name of the clicked object in a variable called objName. I then store a reference to the object itself in another variable called targetObj. I can then easily remove the object from the stage like this[code]...
I've seen people explain how to remove a script created movieclip or shape from memory but what about when you link to a movieclip in the library?
Do you remove that from memory in the same way?
For example would the code below remove this clip from memory?
Code:
// I want this out of memory when the button is pushed.
var my_clip:my_clip_link = new my_clip_link();
addChild(my_clip);
[Code].....
When I test it, it does not show it out of memory on my computer but I read that the GC cleans up when it wants to, so I put in System.gc() to force GC, but I don't see any memory change in the debugger.
Also if I put a stream sound in the timeline of my linked movieclip it keeps playing the sound. If it's not in memory anymore how is it playing the sound? Did I open a portal to another dimension?
I've seen a lot about removing movie clips and I finally want to settle this. What is the proper way to remove a Movie Clip from memory? Right now what I'm doing is: Code: removeEventListener(Event.ENTER_FRAME, step); this.parent.removeChild(this); This is for an instance with 2 private variables and 2 methods (one of which is step). I saw some things about using something = null; and delete something; as well.
View 1 RepliesI have developed a touchscreen application that works perfectly fine except for the memory issue. Basically, the touchscreen app works kinda like a website with navgation on the side and content displaying next to it. I separeate each section into external swfs, and load each one up when it is needed, thinking it would reduce memory used on the pc. But unlike actionscript 2, AS 3 would not remove the external swfs from the memory. You can remove it from the stage and you won't see it, but the swf will still stay in the memory! So... as you navigate through the app, loading up all these external swf, even I do loader.unloadAndStop();, the swf is still there, and they just keep piling up in the memory as you navigate from the app. After leaving the touchscreen for a day or 2, having all these users naviage through it, all the external swfs will just completely consume all the resources and freeze the pc.
View 1 RepliesI have developed a touchscreen application that works perfectly fine except for the memory issue. Basically, the touchscreen app works kinda like a website with navgation on the side and content displaying next to it. I separeate each section into external swfs, and load each one up when it is needed, thinking it would reduce memory used on the pc. But unlike actionscript 2, AS 3 would not remove the external swfs from the memory. You can remove it from the stage and you won't see it, but the swf will still stay in the memory! So... as you navigate through the app, loading up all these external swf, even I do loader.unloadAndStop();, the swf is still there, and they just keep piling up in the memory as you navigate through the app. After leaving the touchscreen for a day or 2, having all these users naviage through it, all the external swfs will just completely consume all the resources and freeze the pc.Also, is it better to develop touchscreen application with actionscript 2 since it doesn't have this pressing memory issue?
View 1 RepliesI have a memory leak problem in papervision - I have a bunch of DAE models loading in Papervision. When I add them I can see the total memory usage for flash (in task manager) go up.
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1: I upload an image
2: Without altering it,I make a copy of it and use it display to users in resized format
note: I won't display the original image.
3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying
For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.
This is my scenario
1: I upload an image
2: Without altering it,I make a copy of it and use it display to users in resized format
note: I won't display the original image.
3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying
For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.I feel the loaded bitmap is not completely removed.
how do we remove object( sprite which has an external swf as it's child ) from display and more importantly from memory yet we still can use the same variable to add another object (yes another sprite like the one we removed yet has different content).., "
i did tried the removeChildAt thing it did remove all the child from the display list but i still can hear sound from video running.
here is small scale code of what i'm doing (sorry that i can only give you chunk code of loading and adding)
// var SWFList:XMLList; //used to hold a list of all external swf source,atribute and etc// var totalSWF:int; //hold the total number of external swf there is to be loaded
// var swfLoader:Loader; //instance of loader class used to load the external swf
[Code]....
Using ActionScript can I do with my game, which is running in a browser, verify that the user already has the files needed to run the game installed on your computer? If he had these files do not need anything else that was born and can play the game immediately. If he did not have the files, they would be loaded so that the browser does not erase these files. So when he returned to play the same game day after,as the files already on your computer, nothing need be loaded.How do I remove one of the main memory image that was loaded using the Loader class? I tried using the unload () method but nothing happened.
View 2 RepliesWill this line
clip.removeChild(clip.getChildAt(0));
completely remove the child of clip at 0 index? I read somewhere you should set to null to all the references to that clip, but I have no other reference in my code. The clip at 0 was added via a regular addChild().
Is there a performance and/or memory usage difference between these two scenarios?
Scenario 1: N visual elements all added to stage;
N-1 have visible = false, 1 has visible = true;
Scenario 2: N visual elements, only 1 added to the stage at any time.
I am trying to create a .dispose method for my Sound files, however it seems I am unable to deallocate/free memory for Sound files, no matter what I do!this doesnt work:
ActionScript Code:
var mySound:MySound= new MySound();
mySound = null;
and neither does this: (the 'delete' dynamic variable was suggested somewhere)
ActionScript Code:
var playerObject:Object = new Object();
playerObject.sound =new MySound();
playerObject.sound = null;
delete playerObject.sound;
playerObject = null;
it seems if there was a reference to the SoundFile in the code, the Memory cannot be re-allocated.however If I am loading an external file, interestingly, this does work:
ActionScript Code:
var mySound:Sound= new Sound(newURLRequest("sound.mp3"));
mySound= null;
it looks like you cannot Free memory of Sound Files that are Loaded from the Library, but you can free it if its external.
I have a youtube movie loaded (with a loader) on one page which plays with sound. however when i leave the page the loader is removed but the sound continues to play.
how could i mute this?
i have tried several things such as using a SoundMixer or soundTransform, placing the loader in a movieclip and changing the volume of the movieclip
is there no simple code for muting a loader? even removing it or unloading it does nothing.
I can't seem to remove / unload the external swf files e.g when the carousel.swf (portfolio) is displayed and I press the about button the about content is overlapping the carousel (portfolio) . How can I remove / unload an external swf file from the main flash file and load a new swf file, while at the same time removing garbage collection from memory?
View 15 RepliesHow do you remove the sound from "specifically" from FLVplayback component? Since the sound wont stop playing when I'm on different page(assume that if the person didnt click the pause button and navigate to other pages)....Normally I would add SoundMixer.stopAll(); for every button in my main and loaded swf but this will stop my background music as well....
The flvplayback component is located in another swf file and the code was added on the second frame of the movieclip call "scrollGroup"
//////////////////////////////////////////
import fl.video.FLVPlayback;
import flash.events.Event;
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I have a bit trouble with LoaderMax memory occupy, i have a queue, and i am keep loading images depend on user's action. if they click load more and it keep load, but i would like to clean the memory which been occupied by the previous queue (i have remove all the children been added by the loading previously). is there a way i can do it? the behavior like this.
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