Flash Freezing When Playhead Reaches End Of Timeline
May 19, 2009
I have a piece of code like a the end of a timeline, most usually looping back to frame one or a stop() if I let the playhead play through to this frame then flash will freeze!
I'm having issues with something I used to do all the time in previous version of Flash.On my Main Timeline I have a "looping" MovieClip (myArrows_mc). This MovieClip's timeline just has some simple animation,for instance some arrows that run across screen.There are no stop() actions, so once the playhead reaches the end of the MovieClip's timeline, it just goes back frame 1 and plays again.
Now I want to animate a simple shape Mask over top of the MovieClip. However, everytime the playhead gets to a keyframe in the Mask Layer, the MovieClip getting masked goes back to frame 1 and plays.
In other words, let's say myArrows_mc has 100 frames of arrow animation. On the Mask layer, I have tweened a simple oval shape from 1 side of the stage to the other. The shape tween has keyframes at frame 1, 50, and 64.
When I test the movie, everything looks fine (the arrows are looping) until the playhead reaches frame 50. Then the myArrows_mc, even though it hasn't reached the end of the arrows animation (frame 100), goes back to frame 1 and plays. Then when the main playhead reaches 64, myArrows_mc again resets to frame 1 and plays.
How can I animate a Mask over a MovieClip (not a Graphic) at authortime?Also, I need the Mask to be either a shape/motion tween or a graphic... it can't be it's own MovieClip, because I need to keep it "tied" to the Main Timeline.
I apologize if this questions has already been asked and answered. I tried searching through the Flash forum and was unable to find the answer I was looking for. I am very new to Flash and apologize for the simplicity of the question, but I am having trouble moving the playhead along the timeline in Flash. For example, when I open up a new Flash project, and start out with the initial layer with it's single frame, I am having trouble moving the playhead forward to frame i.g. "75" or "80". My questions is, can I not move the playhead because I do not have content past frame one or can I not move the playhead because I have accidentally initiated a button or action that will only allow me to scrub my playhead through frames with content. On the off chance I had done this, I tried restarting Flash with the default settings with no success. Again, I realize this may be a very simple question and I am hoping the answer will be the same.
I cannot get the timeline to stop on the last frame - when but02 is pressed it goes back to the first frame. How do I prevent this? The button should be inactive on the last frame.[code]...
When the playhead is sent from the main timeline (Scene 1) to play a movieClip timeline, what code is used to send the playhead back to the main timeline (Scene 1) after the movieClip has played?
I'm working on an audio player with a scrubbable playhead, per Kenny Bellew's outstanding tutorials [URL]In order to learn the mechanics and test drive it, I was able to create a fully functional model in its own movie. Now I'm trying to apply it to an MC nested in a larger project and I'm having trouble.The main website (w/o the audio part installed) is [URL]A smaller version that only has the part I'm working on (for this question) is [URL]The songloading and play/pause/stop are working fine. (I'll be adding a song loading preloader later--the songs are dynamically loaded), but I can NOT get the playhead working completely. It will track the progress of the song, but if dragged, the song stops, the playhead snaps back into its original place, and the song stops for good (until re-loaded).
I'm just calling something incorrectly--the whole Audio section is in the _root.Audio MC, and the songs are loaded in to audioSong.
The code for the drag head:
------ onClipEvent (load) { startPosition= _root.Audio.hslider._x; // hslider is the knob. left = _root.Audio.hslider._x; top = _root.Audio.hslider._y;
I have been fighting with Flash for the past week attempting to change my code so that when you click on the movieclip photo_mc, the playhead will advance on the main timeline. I have tried everything:
eg: (code on mc) on (release){ _root.gotoAndPlay("options");
Is there a way to dynamically tell if the main timeline's (or a MovieClip's) playhead is moving or has stopped? I know I can manually set a boolean variable and then toggle it between true and false:
I created a menu of invisible movieclips (from a library item with the class name Invis) with buttonmode set to true so that I can have them send the playhead to different labels on the main timeline. I could use some help with determining which button is clicked and then placing code that executes depending on which button is clicked.
Here is what I have so far on frame 1 of my timeline:
This works - I get [object Invis]0,or [object Invis]1...etc in my output //window depending on which one I clicked. Just not sure what to do next
The site in question is [URL] - I've got streaming audio playing as background music, however after someone clicks the stop all sounds button it stops, however when the background music reaches the end of it's timeline, it starts back up again. How do I get it to stop forever? Also, how do i get this button to have two functions, off and on.. without embedding the audio, I want it to start and stop the streaming audio.
I have been approached to design a configurator for a new television product. The Application will let users specify the colours of certain parts of the product and also attach addons, which then updates a cost total.
In the main interface i have a looping animation of the product slowly rotating around 360 degrees that i rendered in 3ds max. When a user clicks a button on the interface i need to load an external movieclip on top of the main animation so it looks as though a certain part has changed colour, this i have acheived. The problem is that when i load the external clip over the original, the loaded clip starts playing from frame 1 and i need it to inherit the playhead position of the main animation so the two layered pieces look as though they are rotating as one. I'm sure this must be possible, unless i need to approach the problem in a different way?
I have a menu with 4 movieclip buttons (movieclips that act as buttons) that when pressed make the timeline jump to a certain frame. The mc buttons have both "onrollover" and "selected" states. However the timeline also moves on its own, even if no button is pressed.
I need the buttons to assume the "selected" state when the timeline reaches a specific frame (as if the button had been pressed to make the timeline jump there). But I can't figure out how to do it althought I think it must be quite simple.
This is the code I'm using (controls the buttons and its on the first frame of the main timeline)
------------------------------------------------------------------------ // create an array of all nav buttons in group var groupinfo:Array = [birds, bears, bats, bunnies]; // create constants to define start and stop of fadein and fadeout sequences // (fadeout should be exactly the same sequence as fadein, in reverse frame order)
I have 3 functions in my main document class that I want to execute when the main timeline reaches a particular frame number. how do I do that? see the code and comments
I'm trying to think of an AddEventListener...When a timeline animation is playing, and it reaches a certain frame, in which the event listener would listen for.
I have a timeline that has some label frames at the very end of the timeline. During the timeline a user will hit a button on a frame and will jump to one of the label frames. On the label frame is another button that when clicked - returns the user to the previous frame. How do I make the movie return to frame 1 - without a button - but before it reaches the label frames? In other words, by simply reaching a certain frame in the movie, I want the timeline to go back to frame 1.
I have created 2 Flash movies in the form of a slideshow. The flash clips are embedded in the webpage that I was modifying and it works perfectly fine. What I would like to do is to allow users to be able to click on the flash image in the web pages. Once clicked, a new pop-up window will appear and it will show the freeze image of the flash that was being clicked at the moment. Currently I am only able to make the new pop-up window and the flash still played through itself in it while I need it to freeze and be static.
I have created 2 Flash movies in the form of a slideshow. The flash clips are embedded in the webpage that I was modifying and it works perfectly fine.
What I would like to do is to allow users to be able to click on the flash image in the web pages. Once clicked, a new pop-up window will appear and it will show the freeze image of the flash that was being clicked at the moment.
Currently I am only able to make the new pop-up window and the flash still played through itself in it while I need it to freeze and be static.
I have been using the new unloadAndStop() function to unload some loaded SWFs after they are no longer needed. This has been working fine whilst testing in flash, and when I have tested it using firefox. However, to my utter horror and despair unloadAndStop() seems to be crashing safari and IE8. I haven't tried IE7.
After replacing unloadAndStop() with the old unload() the crashing stopped. So I am certain this is the problem. unloadAndStop(false) also caused flash to crash. No error was displayed.
This project has been 7 months in the making and involved a lot of hard work in the evening and weekends. I noticed that it was starting to lag after being in use for a while because SWFs weren't being released from memory. When I say lag as well, It's not like normal frame rate slowing down lag, the whole application will simply freeze up for a couple seconds, and the freezing lasts longer the longer the app has been running. I have gone through and made sure to null almost every variable myself, and null any variable in the loading swf that points to anything in the loaded SWF. It appears to be working now using the old unload() function, but will need more testing to be sure because the lagging only turns up after the application has been running for about 45 minutes and has loaded and unloaded several SWFs.
Anyway, is there anything that I can do about this or am I missing something obvious? I haven't found any other posts about this, has anyone else had this problem? Why does god hate me so much?
Sort it out please Adobe, I really don't think it should be this hard to get rid of a loaded SWF. If you were in front of me right I would be screaming at you.
So I recently got a new laptop. It came installed with Windows 7 64-bit and Internet Explorer 8. However, after installing the current Flash Player update, IE started freezing. I would open certain pages, and the browser would become unresponsive, leading me to end the program. I would try it again, and still the same result. The culprits were always the same, hotmail and tvshowsondvd, among others. Internet Explorer 9 was released a few days later, so I uninstalled IE8 and installed IE9.
The browser worked fine for a few days, but then it started to do it all over again, with the same web pages! Then I noticed something, all these pages were heavy in flash objects. So I tried uninstalling Flash Player 10 and guess what, it started working! No more problems loading pages. I can no longer view flash objects, especially on YouTube. I haven't had the problem since, but I need Flash Player installed.
I'm trying to run the example application from the FlarManager download. It worked first time using the FlarToolkit engine, but the webcam freezes if I change to the FlareNFT tracker. The only change I've made is to the onAdded function:
From this:
this.flarManager = new FLARManager("../resources/flar/flarConfig.xml", new FlarToolkitManager(), this.stage);
To this:
this.flarManager = new FLARManager("../resources/flar/flarConfig.xml", new FlareNFTManager(), this.stage);
When using the FlareNFTManager it compiles but freezes the camera feed. No errors are thrown, but the FlarManager event handlers are not triggered (e.g. onFlarManagerInited, onMarkerAdded, etc.).
I've developed a flash-based site for a client who has an account with GoDaddy and have uploaded all files successfully to the hosting server. The site consists of an initial preloader named "preloader.swf", which loads an external SWF file named "main.swf" that contains different sections including an image-gallery section.However, I notice that at times (as not always this happens) the initial flash preloader for the main flash-based site loads faster than usual with "hiccups". This results in when having to view an image in the gallery section of the site (where each image is loaded externally from the server having a preloader of its own), the selected image loads in a jagged manner with "hiccups" (for instance from 22% it pauses then jumps immediately to 31%, then pauses again and jumps immediately to 47%, and so on).
Then, at a point in time, the preloader suddenly freezes/hangs the entire site, having no other choice but to refresh the site.Only then, once the preloader of the image has froze and the site is refreshed, or the cache is cleared, will the entire site work perfectly as supposed to - i.e. the initial preloader loads more slower and smoother, and the preloaders of when the images are loading are more smoother as well (no sudden jumps in the percentages as before; the preloader loads in normal increments).how I can make the site load smoothly always without having to encounter any hiccups, freezing and hanging, as I've been checking my code over and over again but I can't find anything wrong with it?I was doing some research and read that the cause might be because of the following line "ProgressEvent.PROGRESS" as it might not fire at times in IE or Firefox. Is that so? If so, what alternative must I take?[code]
I'm working on a set of SWFs that need to sync with each other using LocalConnection in AS2It was working fine in Flash Player 10, but as 10.1 throttles Flashes when they are not visible, the SWFs lose their sync if any of the SWFs are not visible on the page.This is particularly annoying as we were not aware of this new behaviour in 10.1 and I expect the update will break a lot of similar websites.
I have an ASPX script that load the properties of a long list of objects from database (about 1000).
Then I have a spinning mc to entertain the user while data is loaded.
The problem is that it starts to spin, and then, at certain point of data reading the animation freezes indicating that Flash is too busy gathering and putting data into the LoadVars object (it restarts to spin after finish data reading).
Question is: there is a way to override this and force Flash to give priority to the animation? I think that's a very ugly behavior by the point of view of user and would be nice if it could be fixed.
Personally I cannot see another way to turnaround it but performing several smaller and consecutives database readings (to reduce CPU load), but I think that's a totally unaceptable solution...