Get Duration Of A Streaming Sound?
Feb 18, 2010I am trying to write an mp3 player. I have tried everything and am suck getting the duration of an mp3.[code]...
View 1 RepliesI am trying to write an mp3 player. I have tried everything and am suck getting the duration of an mp3.[code]...
View 1 RepliesI'm wondering if it is at all possible to get the total duration of an mp3 being streamed in flash?At the moment I'm using the following code to estimate the lenght but it is always inaccurate.[code]
View 3 RepliesI have currently a music player that uses Sound.position and Sound.duration to use as a playlist. However, the sound is streaming, so then Sound.duration is the number of loaded seconds/miliseconds. Is there a way for me to figure out the duration of a sound without fully loading it? Right now, it really messes up the playhead.
View 2 RepliesI have a mp3 file and I would like to play it from one position and for a certain duration. I have first used the Sound class, the play method where I can specify the start but not the duration. I have looked then at SoundEffect class where you can specify a duration and a startTime. However I do not know how to play it from a AS3 class not from MXML : there is a play method ... but I get no sound!
View 2 Replies1. Is there a method of determining the length of a sound file (mp3 primarily); in bytes, elapsed time, before the file is played? (the file could be played against a stop watch and the elapsed time record after the fact, programmatically).
2. Is it possible to set markers and fast forward/rewind to markers corresponding to the file?What I am thinking of is a feature allowing the user to play a file to a point and pause, set a marker, rewind and play to the marker and stop, or fast forward from the beginning and play from the marker, or even play past the marker and rewind to the marker.
Setting a marker would be the easy part: just record the elapsed time when the pause function is called.Getting the sound file to start playing from that point without the previous part played at normal speed;(with volume off) is the essential part of this question.
I was wondering how I can get the full duration of a sound object.I know "sound.length" returns me the loaded length,but is there a way to get the full length so i don't have to wait until i loaded?
View 2 RepliesI'm really new about OOP AS3 programming, seems I can't fully understand how the eventcentral class works.For what I've understood this "system" allows classes to communicate between each other, passing parameters and call functions.So, having this ultra simple class:
Code: Select allpackage
{
import flash.events.*;[code].........
I'd like to execute (in the main class) the function "callthis" in the seconda class.
i have a mp3 player that works perfectly offline but once online the sound.duration seems to be incorrect. The sound.duration = 15' online and 52' offline. And it's the same for each mp3 with an incorrect duration. You can see what i mean here : [URL]
View 2 RepliesI can't seem to access the sound duration value in my code, I am not sure what I am doing wrong.
Code:
var directory:String = "Voices/";
var noOfSongs:Number = 100;
var aSongs:Array = [];
var currIndex:Number = 0;
[code]....
How to access the sound duration outside the onload function....im trying to diaply the duartion of each song in the playlist by loading them one after the other...but am not able to access duartion of all the mp3 files....i want to knw if there is any way to access the sound duration outside the sound.onload function.
View 3 RepliesI am following this tutorial (Url...) on how to build an audio mixer in Flash. I am trying to display the duration/position of one of the sound objects in the mixer (all sounds in the mixer have the same length). I have tried adding this code to the actions under frame label "ready".[code]I have two dynamic text fields named Text01 and Text02 on the main timeline. Yet, nothing populates.
View 2 RepliesI'm building a simple audioplayer. In frame 1 I have:
Code:
mySound = new Sound();
songs = new Array("1.mp3", "2.mp3");
songIndex = 0;
mySound.loadSound(this.songs[songIndex], true);
mySound.start();
var playing = true;
[Code] .....
So, the sound begins to play from the beginning. However the problem is with the timer: when 'stop' is pressed it says 0:00. But, when I press play again it immediately jumps to the time it showed when stop was pushed, e.g. 0:12
I am using a flash app. I can send and receive streaming data to FMS by using this app, like the chart I attached. [URL] This app uses RTMP to access to FMS. I want to upgrade this app to display sound level of each client. Is it possible by using Actionscript and FMS? If so, which class should I use?
View 3 RepliesI have a streaming sound that is loaded into my flash movie (will end up on CD) that is very distorted, it sounds like someone is slowing down the audio, the voice sounds deep and slow
View 1 RepliesI've developed a neat WindowSWF panel after watching Lee's demonstration video. I got everything I needed to work, but I'm having trouble getting information from my sound files. Basically I have a list of sound objects (.wav format) in my library and I want to find the duration of each file so that I can add them to existing movie clips, then add or remove frames depending on the length of the sound file on the frame. I've been pouring over the jsfl actions libraries and can't find any method to get the duration of a selected sound file.
View 2 Repliesis it possible to make the duration of a movieclip equal the duration of the preloader, i mean is it possible to make something like, the time the preloader needs to reach the 100% = the duration of the movieclip? i'm using AS 3.0 and flash CS4 just in case it helps here is my code for the loader:
Code:
loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
function loadProgress(event:ProgressEvent):void {
var percentLoaded:Number = event.bytesLoaded/event.bytesTotal;
[code].....
Flash media server 3.5 to stream live video to a webpage with flex GUI embedded in it.For this I have used Adobe flash media server start screen .I could able to stream video correctly.I want to know how long it could be do like this.ie suppose I have to stream like this for 3 or 6 months
View 2 RepliesI have CS4 but saving doc as CS3 so I hope I am in the right forum. I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work. here it is:
//Load Streaming mp3 behavior if(_global.Behaviors == null)_global.Behaviors = {}; if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {}; if(typeof this.createEmptyMovieClip == 'undefined'){ this._parent.createEmptyMovieClip('BS_figaro',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) ); _global.Behaviors.Sound.figaro = new Sound(this._parent.BS_figaro);
[code]....
I added a behavior as sound streaming mp3. I want to loop it.. Here is the action code that was generated. How would I change it to looping. I changed the true to false at the end of the code but that didn't work.here it is:
//Load Streaming mp3 behavior
if(_global.Behaviors == null)_global.Behaviors = {};
if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {};
[code]......
I'm streaming an external SWF into another movieclip, the external SWF has a timeline animation and sound (voice speech) as well on the timeline, it also has a preloader on it which it's set up that when 30% loaded is completed to start playing the animation.But when I run the main movieclip the streaming of the external SWF works fine for the animation but the sound does not play until the preloader is 100% completed.
View 1 RepliesSo I've been "doing research" for a couple of days now, found nothing on this subject, and let me get this straight:
Is there no way to pause/resume a sound whilst it's being streamed?
Because loadSound() will start playing it immediately; attachSound() can't stream; and start() will simply not work till it's fully downloaded, or am I missing some essential brain cells here?[code]...
I have few movieclip play one after another. For each movieclip, i put the streaming sound inside, and there is a button to turn off sound. I created this coding to turn off the streaming sound and it worked well.
SoundMixer.stopAll(); But, the problem is the new streaming sound will play again when it hit the frame that contain new streaming sound. How to overcome this problem? IS using EnterFrame event the only way to turn off the streaming sound forever??
I am having trouble with sounds from a streaming flv continuing to play even after the playhead navigates to a different place in the timeline. I know from looking through forums and Adobe's livedocs that the answer lies with the SoundMixer class, but I just can't seem to get it to work. I am building a site that houses all of the videos for my company, so basically I want the sound from the flv to stop playing when the user navigates away from the frame that contains the flv.
Here is a sample of the particular code I am trying to use to do this:
Code: Select allimport flash.media.SoundMixer;
var sControl:SoundMixer = new SoundMixer();
msfNavHeader_btn.addEventListener(MouseEvent.CLICK, msfHome)
[Code]....
I don't know if there is a way to build a function that stops sounds globally or if I have to target each instance of an FLVPlayback Component.
i have a little problem with a streaming load sound. this is the code:
[code]...
i don't understand because if i testing the swf i listen the sound super fastly and with IE6 too. FireFox and IE7 no. i have read that is the bitrate mp3 ... something like 128 kbs 44hz to run corectly but with i can't do the mp3 compression.
Is there a way to resume a streaming sound once it's been paused and whilst it's being preloaded in AS2?The issue being that start() won't work till the song is fully downloaded, loadSound() is only called initially and attachSound() can't stream.So first the sound is initiated with loadSound(), then I make it "pause" with stop() and what do I use for resuming? loadSound() with re-initiate it and start() won't work till the sound is fully preloaded, what the hell??Is there any other way of streaming external MP3s in AS2? Will simply switching to AS3 solve this?
View 1 RepliesI am trying to import a swf I made that contains streaming sound. When I place it on the time line and press cntr enter my animation plays but with no audio. I see the symbols from the swf and the swf inside my library. When I open the swf file inside my project it is broken down frame by frame with no audio. I can add audio back into my movie clip so I know that movie clips can support streaming audio. But I would rather not have to do this.
I'm very new to flash so I am hoping there is something big that I am missing.In addition to my previous question: I need to embed a lot of objects over and over in this project I am working on. Each object will have controls for play back of itself. Is there some reason I cannot do this?
I had a question. So now I am streaming an mo3 file using the sound object (loadSound function) ...So the mp3 is loading (and I have a progress bar showing the percentage loaded) and while it is loading it is being played. Now, when the playhead (the location being played) reaches the end of whatever has been download, it goes to the beginning (repeats). I am looking for a way to make the sound pause once it reaches the end, and then wait until a reasonable amount has been downlaoded, so that it may continue playing again. I hope I was clear.
View 5 RepliesI am pretty dense about flash, pretty new to the software so bare with me. So on the main .fla i have linked to a button to open the external swf mp3 player. That Mp3 player is streaming a song with the code var req:URLRequest = new URLRequest("mysong.mp3"); snd.load(req);
the mp3 is in a folder which is located in the same place as both the .fla and .swf mp3 player. Streaming the mp3 works when testing the swf. but there is no sound when testing the linked swf mp3 player in the main .fla. It's like the file path messes up but i dont know how to go about fixing it?
I'm struggling with a flash file that I want to play two different sound files when the appropriate buttons are pressed.I've gotten it to the point where it will load without any errors popping up, but instead of playing the second sound when I press the button for that sound, it plays the first sound again. Here's the code:
var sc1:SoundChannel = new SoundChannel();
var s1:Sound = new Sound();
s1.load(new URLRequest("http://www.website.com/wells.mp3"));
[code]....
I'm working on an app to stream audio from shoutcast. The streaming goes well on my computer and when debugging it with an Android-configuration. But when I deploy it to an APK-file and run it on a Samsung Galaxy S, the streaming doesn't work.
My code for streaming the audio:
var urlRequest:URLRequest = new URLRequest("http://.../;");
var soundContext:SoundLoaderContext = new SoundLoaderContext(2000, true);
soundChannel = new SoundChannel();
sound = new Sound(urlRequest, soundContext);
soundChannel = sound.play();
I've also tried an addEventListener(Event.COMPLETE), it seems my app doesn't get there when running on a Samsung Galaxy.