As more and more FLV videos are moving to HD, I'm noticing high CPU usage and lots of dropped frames when playing FLV video in web browser with Flash 10. This is true even if the video isn't full screen. I've tried a variety of browsers (Firefox, I.E., Chrome) and the problem occurs on all of them so it's pretty clear it's a limitation in Flash.
Now my PC isn't high end (it has a Pentium M 1.86 GHz processor), but I can take those same FLV files and load them in something like Media Player Classic or Windows Media Player (when using ffdshow) and play the FLV files full screen with little or no drop in frames and an acceptable CPU rate.
This is especially annoying on sites like YouTube where I actually have to save the video and play it back in something other than Flash to have it play back at an acceptable rate. This doesn't work for other sites like Amazon.
Why is the CPU usage so high when decoding and displaying videos when compared to other media players?
I've hired a freelancer, to make a design for my flash app. And everything was fine, untill I saw this. It was an animated background. It has about 100 tweened movie clips, that do pretty much the same - simple rotation tween, but cpu usage on that background only reaches 17-20%. Its high for such a small effect. I've tried to optimize it - removing all code, and leving just timeline based tween, but that didn't solve my issue.[URL]
I've been deploying video to the web via Flash for a couple years now and I was curious if anyone has experience with / knows if deploying video via a Flash Media Server or any other type of video centric server has a significant impact on performance playback? I've noticed lately that with YouTube content, often available in "HQ" or "HD" that the video playback suffers very marginally when switching to higher quality video. However, with video players I have developed, using HTTP progressive download, CPU usage often spikes during download of the video and decreases once it's been cached. I've also recently employed pseudo-streaming techniques with the help of XMOOV but this doesn't seem to have much of an effect on CPU usage during video download.
My video player was developed in AS3 and while it's not using a class based structure, it does follow general OOP techniques. Would a class based video player improve performance? Here is a link to a work in progress video player: [URL] Please try a couple videos and let me know if they play back smoothly and / or if you notice CPU spikes. Also note that the only video that makes use of XMOOV is the "Make a Wish" video as it's been injected with the necessary metadata.
my flash has lots of images and dispaly objects. Hence it costs high cpu usages. after using my flash for an hour, it is dieing.I am trying to reduce it. I have some questions here:
1. I create an array, or string at frame 1 for example, when I go back to frame 1, should I create a new array, or a new string?? Or is it better to make it empty array(eg:[]) or empty string("")? which way it reduces cup uasge more?
2. does anyone know how to force the flash to do garbage collection??
3. any other possible reasons that cause high cpu usage?
I have helped write a program in AS3 that uses classes. We have 2 frames in our movieclip that consists of an ant moving. We have a class of ants and can create 15 instances of them and the program runs fine with the ants walking around looking for food and going back to a corner that is their nest and going back out again. The ants also respond to mouse movement if the mouse pointer is near an ant.
If we create more than 15 ants, then the program starts to slow down. If we have 30 ants on the screen, then there is noticable stuttering of the ant movement. The CPU usage on a P4 2.5Ghz Pentium is around 50%.
I am loading an XML file (fairly large document). It takes a high amount of my CPU(almost 100%). This prevents me from working on other applications. Also, it takes a lot of time to load.
I'm working on a new site and one of the things the client likes most is the idea of these gears that are constantly rotating on the screen. However, now that I have the mock-up design done, I'm noticing that the constant rotation requires a lot of CPU to maintain. Has anyone else experienced this and have you figured out a better method than the one I am using to rotate the movieclips?
All three of my family's computers have been experiencing problems with the firefox plugin container. The container spikes the CPU for long, long, periods of time slowing overall performance noticably.The only way to address the problem is to kill the Firefox plugin container.When I kill the plugin container it kills Adobe Flash.I've tried clearing the flash cache from the Adobe troubleshooting site, deleting all cache applications, and changing settings.My family plays Farmville which is always hanging and can only be fixed by restarting the computer. Okay, maybe farmville is a bad app.
There are 25 livestreams streaming to FMS4 server by fmle3.2,and client number is 20, (FMSCore.exe)CPU usage is about 20%~40%, how can i reduce cpu usage?
I've created a Flex website that plays a video using the Spark VideoDisplay component. When selected, the VideoDisplay loads in the PopUpManager.
This works fine in all the browsers, except Google Chrome take significantly longer to start playing, during which the CPU usage peaks, then goes back down once video starts playing.
I've traced the player states it goes through and they are as follows:
Loading ready (hangs for ages with high cpu) buffering playing (immediately after buffering, CPU usage goes down, video plays smoothly)
What could be causing this to temporarily hang for so much longer in Chrome? I thought I could expect the same functionality and behaviour throughout all the browsers, as Flash is simply a plugin that runs as a separate process?
Edit: It seems that it's the same in Opera too. Is there any commonality between the two that would explain this behaviour?
I'm building a project and I need the audio to be of the highest quality when played back. I am using .wav files and I'm not too sure how to make them work.
I've tried the: play_btn.addEventListener(MouseEvent.CLICK, playSound); function playSound(event:MouseEvent):void{ SoundMixer.stopAll(); var s1:Sound = new Sound(new URLRequest("Sound.wav")); s1.play()
But I guess it doesn't work because it's not mp3. I also tried embedding it into the hit and down parts of my button but the playback is weird, it plays slower and broken up. I'd like there to be some sort of function buttons such as play, pause, stop and some kind of time slider like for video playback if that's possible too?
I'm developing a touch-screen Flash application for a shoe store, and it runs fine initially, but slows down toward the end of the day. I've been diligent with removing event listeners and so on. I've now narrowed the problem to be very specific - it's one section of the application causing the problem, and one part of that section:
- I have a main movie clip which contains the animation, which itself contains 5 nested movie clips, each with their own timeline. All movie clips have a stop action on the final frame. images are transparent PNGs with outer glow "filter" - the issue is not with performance as such, but with CPU increasing over time. Each time you play the clip, there is a small amount of CPU usage that 'sticks' and doesn't get freed up. What happens is that if you play the movie clip many (MANY MANY) times, then eventually it starts to slow down. Mac's Activity Monitor shows that the idle CPU usage is increasing slowly, over many times of playing the clip. It's insignificant with each play, but adds up over time.
You may be inclined to say: oh filters effect CPU, so it will be slow - but it isn't slow until it plays many, many times. Initially it's fast. I've uploaded a .zip with .app and .exe versions of my problem section. There are two files of each type: AutoPlay.app (& .exe): plays the problem clip repeatedly (I've just removed the final 'stop();' frame), so you can leave it open and come back in half an hour to see it slowing down. ClickToPlay.app (& .exe): Plays the problem clip once when you click the 'play' button, so you can click several times, let it return to idle, and verify that the idle CPU usage is in fact increasing.
I have successfully exported images a number of times. However, my question has to do with exporting high quality images. It is my understanding that if you have some sort of draw-space (your user is drawing to with a pen tool or whatever) that is a sprite or movieclip you can then export that area to bitmap data then use a jpegencode class to encode it. My issue is that if the draw-space is 400x400 then the PNG/JPG output is going to be 400x400 and pixelate terribly if you try to make it larger. My project requires that the image be output at something like 3 megapixels or better quality. So I guess my question really is, how do you offer a user a small workspace (like 400x400) to draw and doodle in, then export that drawing into a large high quality image that can be used in printing (3-16 megapixels would be awesome)?
I wrote an application in flash AS3, and when I trace from flash the total memory usage of the total application is only about 9MB, But at the same time Task Manager Shows the memory usage as 110MB. Around 100MB difference.Flash Trace Method System.totalMemory difference of the Trace from the Beginning of the application to end of the application.
What I want is to open start.swf, have it embed moviecontainer.swf which has a FLV playback object that loads in the movie.flv. When I check my moviecontainer.swf, it runs properly. But when I use start.swf it loads moviecontainer.swf (because I can see it has the background and all) but the movie won't play (and I think the buttons don't work anymore)
I have saved both .swfs with the "Local files only" option. I have no idea what the problem can be, as I said, I'm no Flash pro and I have no experience as to say "oh it looks like we got that xyz problem.."
I just upgraded to Flash cs5 from studioMX and find that cs5 won't play swf's from my old files properly.Does anyone have a fix or work around. I downloaded the lastest upgrade from Adobe's site and it still isn't working.
I have 10 to 15 different exe files which I want to play one after another, is there any way to play them. Do I have to make the batch file and play the exe file.
A project has various local HTML & video files for pages. We need to be able to embed these videos in HTML pages - but because all are local files we have no server-side streaming.
Can I still just use SWFObject? Are there other well-known controls that will let us play .mp4, .swf/flv, .wmv files? This solution is targeting HTML4 across Chrome, FF and IE (I don't know if IE6 is needed).
I realize it is possible to play audio with Flash and HTML5 by passing a URL.
However, is it possible to get a reference to an audio file using a file browser (either with HTML5 or Flash), to then play this local file, again using either Flash or HTML5?
Of course, this should happen without the interference of a server. Since the file is already on the local system, it does not make sense to route it through a server only to receive the same file again.
We would like to build a flash video player into our corporate intranet site, currently we are evaluating JW Player and have come across and issue accessing the FLV files stored on a mirrored share drive that all users have access to on the local intranet.From what I can tell the Adobe flash plugin will not allow a SWF file hosted 'online' (intranet) to access a shared directory that the user has access to. Is there any way around this?
Is it possible for action script to import audio files into the flash movie while the movie is playing. (Instead of manually importing a file from within the flash application) Or some way to load an audio file located at a remote url, that is not preloaded, and play it.I've searched through the action script reference guide, but have found nothing to do the job.
What is the right way to view .Swf files that plays .Flv videos in Android? The code that I am using right now to enable Flash support in web view is
[Code]....
For the HTML file, I'm using swfObject. The problem is that I can open up the SWF file just fine from third party apps like SWF Player from the market. In addition, I can load up the HTML page from the browser by calling it directly through file:///. However, when I load it up using my webview, I'm stuck with a blank screen.
I would like to know whether swf files can play in an FLV Player or not. If not possible, is there any option for developing an independent swf player. the technique that can be used to develop swf player.
I have 15 movie clips that play one at a time. When the first one calls the second movie clip there is a short space (black screen) between the two which I have to eliminate. I tried loading the second one half way thru the first movie then tell it to play when the first movie is over, but when I do that you can see a disturbance in the first movies performance when the second one is pre-loaded. Is there a way around this so I can make 15 movies run seamlessly? They are separate .swf files!