I wanted to make live drums play with keyboard shortcuts. The problem was that MP3 is not good enough in this case (encoders adds random silence at beginning of the sound) and also flash itself makes delay (I tried use already buffered file with play specified_start_point_in_miliseconds)). So my solution is OGG (this format is gapless). I use compiled swc file from Adobe Alchemy library and simple frontend for it. Everything works fine, OGG file is playing, but its still much delay - no matter if its lodeaded external or as embedded, and if its first or n time. How to make sound play fast equally to key press.
Here is my very simple example code:
import flash.display.Sprite;
import flash.events.*;
import flash.utils.ByteArray;
import flash.events.SampleDataEvent;
import com.mauft.OggLibrary.OggStream;
import com.mauft.OggLibrary.OggEmbed;
[Code] .....
I've got a simple question. Suppose some simple lib written on c. Did I understood correctly that alchemy compiles it AS3 before compiling it to swf. If so, will the lib be slower or faster in comparison with the same lib written on AS3.
I have C++ application that use OpenGL. Need to convert this app to flash app. Is it possible to do this with Adobe Alchemy? Is it will be possible to get from that swc current image (for example, with glDrawPixels) and print it on screen
I have seen a few blog entries on this and have had a discussion or two with my team mates but I would like to see what the stack overflow community thinks.
So why does the Adobe Alchemy Tool create so much faster running flash byte code than the flex compiler?
Also, when will the flex compiler be able to make similar performance gains? Will it require programmer specific use of special Array's or something of that nature to get the same performance?
I'm trying to port FLAC encoder using Adobe Alchemy for use in flash but can't figure out where the problem is. I'm using Alchemy for Cygwin on Windows. It is properly installed and configured. The following are the steps that I have followed in order to port FLAC encoder:
I'm trying to use Adobe's OggVorbis library. But I can't seem to get the Sound object to loop. I even tried looping the _sound object inside the AudioDecoder.as in the "com.automatastudios.audio.audiodecoder" package. Do you really have to reload the file and stream it over and over?
Is it possible to connect c++ dll to .c file (with dllimport or something else) and convert it to .swc with adobe alchemy? If it does - how to do that?
I am trying to send a bytearray extracted from a file to the C code and return that bytearray again from the C code..I am printing the contents of the return value from C in a text view contents.text but all i can see is the byte array object "OggS". I can't see the contents of the byte array. Can anyone say where i am going wrong?.. I have posted the C code and the AS code.
AS Code: private function copyByteArray(content:String):void{ try{
So I try to compile ffmpeg as I described here after this patch I started seeing .l.bc files but no .swc files. So how to use alchemy completion suite to turn .l.bc into .swc?
I'm trying to do something simple: send a byteArray to a C library, fill up a buffer and read the memory, but I think I have float conversion problems.
Here is what I do in AS: var memory:ByteArray = gstate.ds; // get sound var soundBytes:ByteArray = new ByteArray(); _source.extract(soundBytes, 4096);
In Flash 10/AS3, I added some sound and it seems to be working alright, but I think I'm doing it wrong. I imported the sound into the library, but I believe that it's reloading it from the folder with the swf/sound. I'm loading them like so:
Multiple axis creation via MXML works fine: http:[url]...
But when I'm trying dynamically create horizontal and vertical axis then I'm getting extra axes. I believe this is Adobe bug. How I can fix this behavior?
I'd like to stop a specific sound in CS4 without stopping all of the sounds at the same time.have something simple that I can copy and paste, as I've looked around a lot for an answer to this and gotten a lot of mumbo-jumbo that didn't end up working.
I have a flash movie which has got 5 scenes and from scene 2 onwards i am using sound. In scene 1 I have made a prelaoder. My problem is that it starts loading sounding in scene 1 frame 1. Is there any way by which the sound starts prelaoding in frame 2.
Problem 2.I am using same sound in different scenes timeline. How can we by flash scripting call the sound from the library at the timeline.I am using F 5.
While Alchemy supports compiling C++, it seems that using the using the STL is trouble, mostly due to a problem with std::string. What's strange is that Alchemy seems to be using GNU libstd++ v3.4.6. It's hard to believe that std::string is broken in GNU's STL.
I'm building a mobile MP3 player with AIR, which streams audio using the Sound class's .load() function. I'd like to cache this audio as it's downloaded, to the the user's SD card. Is this possible without having to download the file twice??
I have a project that uses quite a few opencv libs to do some image processing tasks. Now I need to build a Flash app for it. I read that Alchemy allows compiling c++ libs for FlashI wonder if anyone has tried to build flash apps using opencv libs and dlls
I have a project I'm trying to compile with alchemy. It will compile .o and .a files, but when trying to create a .swc, it will fail. It appears to crash with this error:
I'm trying to use AS3_Shim in my alchemy code but it doesn't seem to be working.It always returns a NULL function pointer. There don't seem to be any examples of AS3_Shim's use, so I'm not sure what I'm doing wrong.Here is some example code:
what i can't figure out is how to get a reference of that asm "buffer" variable into actionscript.
(i did think of one way... what i did was to throw the "buffer" from alchemy asm, and then catch it in actionscript, but unfortunately it seems to leak a lot of memory).
is there a better alternative to doing this?
note that performance is critical, and using default alchemy marshaling is way too slow.
I would like to understand if such a problem exists in flash cs3 or is it just me.My problem is that while I try to code on the timeline in cs3 using as3 i hav encountered this issue of "null references" every time i change frames.let us assume I have 4 frames . withs buttons oR movieclip in each OF them. i have a code on all the frames each orresponding to the movclips present on that frame. so when i go from frame 1 to 2 and i have a code in frame to which is something line "mc.addEventListener(event, func)" flash throws an error of null reference .. which after a lot of frustration I realized that my code was executed atleast 300 milliseconds before flash realizes that there are objects on that frame. My fix was 1. timers events call the function or
Code: 2. stage.addEventListener(event,chk) function chk (){
[URL]I am trying to adapt this example for my project. It runs fine when testing movie inside Flash, but it stays in loading ... screen forever when running from HTML or Flash player.
I'm writing an Adobe AIR app using plain HTML which needs to upload photos to Facebook. I don't think Facebook's JavaScript/Connect library includes photo uploading functionality, but their ActionScript library does. However, I'm having trouble loading the ActionScript library into the HTML page.
Adobe's documentation describes the process of loading ActionScript libraries into HTML AIR apps, which I tried using the compiled Flash library available here (specifically, Facebook_library_with_AIRConnect_v3.4_flash.swc). So my page looks something like:
<html> <head> <title>Hello World</title>
[code]....
Is the compiled library file I used the wrong one (do I need a .swf instead of a .swc)?If so, do I need to create my own compiled library somehow from the ActionScript source?Is the namespace I'm using incorrect? (in addition to com.facebook.Facebook() I tried .Facebook(), .fb.Facebook(), .facebook.Facebook(), etc)Should I just give up and try to learn Flex instead?
I´ve made a site for myself in flash (AS 2) and it works great. But one thing that I havent got the knowledge for is that I would like to have my own sound library.Anyway what I want is a xml updatable library, a simple list of sounds for visitors to download for free! A preview of the sound is also something that I need. The sounds are mostly very short sounds, so a rollover should work i think.[code]If there is someone here who would like to help me with this? Just to get me started. I fully understand if someone here thinks like, wow thats alot to ask for! how rude and so on, but if there is someone that maybe thinks that this could be fun or interesting and would like to give it a shot.
How can I edit sound from a timeline if I don't have the original sound file? When I right-click my sound in the library, I can't open it in any sound editor program. What do I do?
having real problems finding anything about fading in and out sound in flash, have searched for 3 days now and found mostly as2 related articles,i have the following
var myintSnd:introSound; var sndintChannel:SoundChannel; myintSnd = new introSound;