ActionScript 3.0 :: Store Each Frame Of An .FLV To Array?

Dec 12, 2011

I've been working on this code for a while now, and it's starting to come together..First, let me explain what my program does:

Simply said, I want to load a .FLV into memory (stored to array for smooth/fast scrolling though frames).

I've got 1x .FLV which is a 360 degree animation of a scene.

I've also got 360 still images of the same animation, but in high resolution.

When I start the application, I want to load the .FLV to an array as fast as possible (I just need to "buffer" it in a quicker way than playing through it at normal speed and saving each frame).The problem here is that I seeme to be dropping a lot of frames when trying to save it quicker than 25fps.. Even with application frameRate set high, and rendering the .FLV with higher playback framerate...This is the code I've got for capturing the frames so far, but I'm open to any solution:

ActionScript Code:
public function startCapturing():void{
sprite.addEventListener(Event.FRAME_CONSTRUCTED, frameConstructed);[code].......

Even with this code, which plays back at 25fps I get a random -2 to 2 frames offset in the buffered images. And I've tried everything I can think of, but nothing works.I've loaded the .FLV with netstream/netconnect, but same problem. Tried pretty much everything I can think of..So, my goal is to buffer the frames to memory (this is a 2mb file, and takes about 1gb when buffered, so no problem there) as fast as possible (the faster, the better.. Less loading time), but it has to be consistent. No skipping frames, or rendering same frame twice..The end result is that these images are shown in my viewer. When I click and drag, I can "rotate" (scroll through frames) around the scene smoothly, and when I release the mouse button it will show the high-red still image instead. This part of the process works great,

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