I've done a six minute video and posted it as an flv/swf for the client to review. I'm using a the standard video player component that comes with Flash. I'm working with AS2. Actually, there's nothing else in the swf except for the video.What I need to do has have a simulated time code box in the corner that starts and stops on the push of the play button of the flv.
I'll start off by saying I'm a newbie, just putting that out there. How do you make a turn by turn multiplayer flash game? I don't know if an engine is made in AS3, PHP, Javascript, or whatever,I made my game already, it's just that it isn'tmultiplayer yet. Basically, there are lines, and each player crosses out a number of lines, and the last player to cross out a line is the loser. I want it where one user crosses out some lines, then presses End Turn, then the other does their turn and then presses End Turn to allow the other player to move his cursor. But how can I get both players to see the same frame and only have one player have the ability to move the cursor during a turn? Is there some easily adaptable multiplayer engine for flash for newbies out there
We are sending a multiple streams from FMLE to FMS, and then playing them with NetStream instances. We could have several streams playing on the same flash canvas. The idea is to use ActionScript to synchronize the playback of these streams using embedded system timecode from FMLE, so all the camera angles are playing at the same place in the stream. However if we use the onFI handler to receive timecode data we see one of the streams reporting valid timecode, and the other seems to get 'stale', reporting the same infoObj.st value for multiple onFI events.
All FMLE /FMS instances are configured identically - either stream will decode valid timecode it played on its own - just not while both are running in the same stage!
i am wondering is it possible to get embeded timecode from HTTP Stream?Flash Media Live Encoder contains a special built-in handler, onFI, that subscribing clients can use in their ActionScript code to access timecode information. The following client-side ActionScript code shows how to get timecode information using the onFI handler. The object ns is the NetStream object. You can get timecode and system date and time information, if timecode and system date and time were embedded in the stream, by accessing the tc, sd, and st properties of the info object that is passed as an argument to onFI():i am using this onFI method succesfully with netStream object when i am getting stream from RTMP.is it possible to get somehow same results with HTTP Streaming (f4m and osmf)
I've been constructing a flash video player from scratch using tutorials online, and I cannot figure out how to add a timecode (elapsed time/total time) or a way to have a pre-roll video. I'm using flash cs4 and AS3.
I've looked all over the web and I have not been able to wrap my head around converting milliseconds to a properly formated time.I have a 5 minute countdown timer and I want to format the milliseconds into a proper time...
I am looking for a flash clock online which displays in milliseconds. I need it to be circular style (not digital) and never stop (unless page is refreshed).
I'm trying to make a countdown timer with milliseconds. I'm using this site w w w .emanueleferonato. com/2007/02/19/flash-simple-timercountdown/ for the code and it works fine (except I don't know how to make it stop at 0). Now I'm trying to add more items, such as music and a changeable background, to the countdown page and end up with errors.
Is there somehow I can add new frames to the background layer without the song playing over each other when I preview it? Also how can I make a button appear after it has hit 0 so I can click on it and lets me leave the countdown page?
I have two timers. The first once counts down from 10000 milliseconds and stop as soon as the user clicks a button. Then the second one counts down the same until the user clicks again.
[code]...
What I want to do is take the remaining milliseconds from both timers and add them together to get a total.
[code]...
Say both timers ran for 3000 milliseconds, then that would remain 7000 milliseconds left and then both added together would give me a number of 14000. But when I trace the variable of the two timers added together, totalTime, all that I get returned is [object Timer].Does anyone know how I can convert the remaining milliseconds of my timers in to Number or somewhat so I can add them together and basically do maths on them and output the results.
I having a little trouble with the countdown tutorial here. I want to remove the milliseconds and have the timer based on seconds instead. How do I do that? I'm using Flash 8 if that means anything.
I am having trouble catching events of playhead update in the milli second range . This is in regards to FLV playback of a loaded flv movie.As per the docs the seek() function seeks to keyframes,it takes time as input with the accuracy of milliseconds.i have a function called next frame where i pause the video and try to seek to a given playheadTime
function onNextFrame(event:Event) { if (video1.playing)[code]...........
My question is :How do i make the playhead update in milliseconds accuracy when the video is paused/stoped and seeked to a time. How do i update the playhead in the first place when seek only seems to work to a keyframe. How do i get the seek to a non keyframe time?
Since i upgraded to Flashplayer 9.0.124.0 i've noticed that using textures on 3D Objects via the beginBitmapFill method and setting the smooth attribute to 'true' causes the player to hang a few milliseconds at random. Setting smooth to 'false', the player runs without any hang. I tested this on different machines. An upgrade to player 10 beta didn't cure the symptoms but the hangs appear less in time. Has anyone else such problems or an idea what is going on?
I have some sounds in a timeline ( i purposely put them on time line rather then through AS3). But is there a way to turn off all sound in the swf, like is there a global sound channel?