I was wondering, what was the best way to for actionscript 3.0 to detect cuepoints playing from a FLV movie that is playing from an FLV playback component?
I have an object that when I use an flv with a CuePoint, it all works fine. When I changed the flv out with an f4v, also with a CuePoint, the code does not work.[code]
First, I should mention that I haven't used Flash for years and I'm feeling a bit out of my depth.I've created an offline presentation for a client using ActionScript 2, authored with Flash CS3 (to run off a laptop).The presentation has an FLV (currently attached to the stage via the FLVPlayback component) which must play through it's entirety and at the end present 3 questions. Each question will present an answer once clicked. The user will then be presented with a "watch again" button which should restart the FLV from the beginning.
The second time the FLV plays back it should pause at 3 key points and present the user with questions and answers as before. Once the user has dealt with the Q&A's they should see a button to continue and the FLV should continue playing from where it was paused.I'm happy making the various interactive Q&A's, but have no experience of interacting with video. After a brief search in the web "cue points" look like the best tool for the job.
I am having an issue with setting CuePoints in a FLV that is not natively FLV. My code works on files that were exported directly from AfterEffects to .FLV. However, some of the video files I am working with are originally .MOV files. When I pass them through either Adobe or Flash Media Encoder, the CuePoints are not recognized. It seems very strange.
Here is the code, although the code works perfectly with native FLVs, so I don't think that is the problem. I'll put it on here just in case.
Code: myFLVPlayBack.onRollOver = function () { playHover.gotoAndPlay(2); }
I had to add the cuepoints after setting the source.Iam trying to use cuePoints on a flvPlayer component but it wont work for me.I have a flvPlayer 2.5 in my timeline (vid_mc) and this code:[code]
I am having some issues creating reactions to CuePoints when using NetStream();. I can get what I want to work when the video is embedded directly onto the stage by using the following code:
vid.addEventListener(MetadataEvent.CUE_POINT, cp_listener); function cp_listener(eventObject:MetadataEvent):void { obj = eventObject.info.parameters; for (key in obj) { if (key == "CuePointName1") { [Code] .....
The trace statement is returning the name of the CuePoint correctly, but 4 times like this: CuePointName1 CuePointName1 CuePointName1 CuePointName1 Which I assume is why the if statement isn't picking it up.
I have a Flash CS3 project that uses the FLVPlayBack component to play 5 FLV files. Each of the files has between 1 and 15 navigation CuePoints embedded in the video (MOV files encoded using Flash Encoder).
When I test the app using Ctrl-Enter from the IDE all works fine.
When I test the published projector EXE on the hard disk all works fine.
When I burn all the files to CD-ROM and start the projector EXE not all is fine.
When I click on one of my buttons that will navigate to the desired cuepoint within the FLV, it acts like it is unable to find the cuepoint and thus goes to the end of the FLV file.This is very annoying and I can not find anything listed anywhere. I suspect it has something to do with buffering or something because the CD-ROM is slower than the hard drive.When playing the video all I am doing is:
vidPlayer.stop();vidPlayer.source = "name of flv file";vidPlayer.play();
When I navigate to the cuepoint I am using the following:
I've just upgraded from CS3 to CS5 and have discovered an annoying issue with cue points. When I open an existing FLA that has a movie with actionscript cuepoints and try to replace it with another movie (an updated version), Flash drops all my cue points and I have to re-enter them. Is there some way to prevent this?
Im trying to get cuepoints working on an old as2 project.I have a netstream video component and want the cuepoints embedded in the FLV to trigger buttons to appear. I have embedded them as Event Cuepoints.
My question deals with adding a cuepoint in actionscript 3 using code. In flash 8, I made use of the FLVplayback component which included a method addASCuePoint(). In Actionscript 3, I am now using the standard method of creating a video object, except i can't figure out how to use actionscript to add a cuepoint. In the AS3 LiveDocs entry for NetStream , it list only event and navigation as cuepoint types. Previously there was a third type of cuepoint: actionscript.
Code: public function LoadVideo(){ var nc:NetConnection = new NetConnection(); nc.connect(null); var ns:NetStream = new NetStream(nc); var vid:Video = new Video(320, 240); [Code] .....
I am guessing one option is to create an onEnterFrame function that compares the NetStream.time to each value in my cuepoint array, and then do a addEventListener(EventType.ENTER_FRAME, onEnterFrame); Although this might work it requires my application to loop through my cuepoint array every single frame, which isn't really efficient.
I used After Effects to create a flv file thats got multiple event cuepoints. When i try to use these cuepoints in Flash, it says :
[Code]...
81.88 is the first position where two Cuepoints are set on the same point of time. I named them 81.88a and 81.88b in After Effects but it wont make a difference. Each of these points has some important parameters (cornerpoint data) so that i need them all.
This is the first time I have used a FLV with cuepoints. I have a flv which loads into my swf which I have added cuepoints to on import. I have a series of buttons over the flv and when you rollover these you skip to various points in the flv. This works in principal but in reality it is a little slow, especially when it first loads. I am assuming this is because the FLV is still loading (although I am testing this locally and it will never be used on the web). If this is the case I think I need to make sure the entire flv is loaded before i show it. Secondly, is this the reason the rollover animations are slow to start or is this an inherent problem when using FLV? Is there anything else I can do to make it more responsive?
I am creating a custom video class and was wondering is anyone knows how to turn cue points embedded in an flv into a time in an array.
I have tried the following but, although it doesn't give me any errors, it simply rewinds 1 second rather than skipping back to the correct cuePoint. I can't figure out why? :
Code: public var _durationArray:Array = new Array(); public function makeArray(info:Object):void { for (var i:Number = 0; i < info.cuePoints.length; i++) {
[Code].....
This previous code is amongst other code, which makes does things. Then in a new class I call it inside a function (which triggers fine):
And I am trying to create a function which will search the cuepoints for a specific time, I'd also like the function to be re-useable, so I could just feed it a xml tree path and a search term then it would return a reference to the matching node.So far I have only managed to return what is in the node:
Code: public class Search { public static var returnData:Array = new Array();[code].....
Im doing live streaming directly from webcam like Ustream.TV. Im using Flash Media Server 3.5, and I record cuepoints of broadcaster with the method ns = new NetStream(); ns.send('functionName' , 'value'); I publish the content and record it in a .flv file. However when I download this FLV file and extract the metadata with tools like FLVTOOL2, or FLVMETA, the cuepoints that I recorded with ns.send() method doesn`t show. I know they are there since when I play the FLV file in another client, I can receive the calls for the 'functionName' in the exact time that I call while recording. What I`m doing wrong? I would like to encode recorded video with Flash Media Encoder and insert into it CuePoints that can call to the same function that I do with live streaming. To do that, first I need to know how the CuePoints are created and fixed into the FLV file that I record directly from webcam. I need to know how they are stored to do it manually in Flash Media Encoder.
I have a component "child" which has a cancel button. Now this component is placed in a state called "newChildComp" I also have another component called "parent". In the parent component, i have a button that dispatches an event. Here is the event code:
[Code].....
so, basically,i am checking to see if the cancel button component in the Child component, while i am still in the parent Compoent, was clicked, if it was clicked, call the cancelButtonHandler. The problem is by the time the addNewChild handles the event, that cancel button was still null. My question is how do i solve this without using the itemCreationPolicy on the cancel button?
I'm building a top view 2D map, that it's objects are stored on the server.The kind of objects are 10 and might be a photo, label, button, lists, mix of them or labels with tooltips.The component must request the "areas" that are missing on screen.An area is 1000x1000 px and is cached in flex.To move in the map, will be like in google maps (drag-and-drop).I should be able to have another list and move objects from one to another using drag-an-drop on objects. Ex.: I grab an objects from a list and I move it on this map, I release the mouse button and the item is placed there.Now the problem is: I build a custom component for this trying to emulate the item renderer for performance and recyclage, implement drag-and-drop on objects and request the areas that are missing?
or
I extend the List component from spark and I add some features as multiple kind of itemrenderers and use recycle on them. Of course it must be able to request the missing areas on the screen and cache it's data.Maybe create a custom layout is needed too.What I need is something that must be really fluid, so the lighter this component is, the better.
UPDATE: *There will be not any object over another.
*I will not use hitTest on bitmaps because all bitmaps are wrapped in another component,as they,for now are itemrenderers.
Anyway I already begin to do this using a class that extends the SkinnableDataContainer and a custom layout. As the layout is not like a grid, is sparse, random items at diferent points(x, y).How to get the localX and localY, relative to item renderer and not to the Spark List, from a DragEvent in Flex 4?
I was wondering if there was a way to get the sound from a FLVPlayback component and manipulate it with using a custom volume slider? Within my Actionscript I currently have this code which enables me to control the volume of a MP3:
import fl.events.SliderEvent; var mysong = new music(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); myChannel = mysong.play(0,10);
[Code]...
But Instead of using the MP3 for sound, is there a way to use an FLV's sound instead?
Is it possible to get the component's single lable without having all the labels of the component appearing? Like, I'm trying to include the label into a text's .text the code I'm using now is MoVName.text=MoV.labels; but it gave me all the labels that were included in that particular component.
I have two components. One is called "InsideComp" and one is called "OutsideComp". OutsideComp has InsideComp as one piece of its component, and in my main MXML file, I have embedded an instance of OutsideComp. How do I access a public variable of InsideComp within my main MXML file?In Actionscript, I could just do something like:OutsideComp.InsideComp.valToChange = 5; But I dont know how to do it in MXML. I know this is probably an easy question.
I would like to bind two components with out binding and which resides in different MXML.for eg: A.mxml has textinput and B.mxml has a combobox when choose one item in B.mxml selected item should be display in A.mxml textinput.
I'm building this game, and it was working fine, until I used the menuBar component. It's not code related, 'cause i've commented out the script that does things with the menuBar. If I drag the MenuBar component from the component window, onto my Stage , the game refuses to work. If I deleet it (but keep it IN my library), it still doesn't work!. But if I turn the export settings of the MenuBar off, it works! The classes that i'm using for my game are called Node.as, JawBreaker.as The class I want to use to do something with the menuBar is called GameMenu.as (but that doesn't matter, since I commented the calling of that class out).
Is there any way to put scroll of tree component in left side of component or creating a custom scrollbar for tree component i asked in many forums but i think all flash designers are dead
I am trying to create my first real world Flex application. I will have a lot of different data entry / data view screens so I thought I would create many different components to deal with each different type of data that was being returned. I have a MXML application called Layout, and have component called "Navigator" which controls the menu, as well as a ViewStack called "MainContent".
I want the Navigator component to change the ViewStack on the Layout application to that of another Component (each Component is embedded within the Canvas of each ViewStack). I have a click handler on my Navigator which looks like this: Layout.ContentFrame.selectedChild=event.itemRenderer.data.clickValue; However it shows the error "Access of possibly undefined property ContentFrame through a reference with a static type Class." Is my approach a good way of doing it? I have attempted referencing it using FlexGlobals.Layout and topLevelApplication.Layout... neither of which work?[URL]
In my custom component (Login), I create and set a variable userName, it is bindable: [Bindable] private var userName:String; userName = txtUsername.text; I need to pass that variable to a different custom component (Overview), here is the code of the viewstack:
[Code]...
I've searched for a way, but I haven't found one that does the trick.