Media Server :: Netstream Play And Publish Simultaneoulsy?

Nov 15, 2011

i've created a sub-folder called dvr under fms 4.0 applications. i made a test of playing a video named sample.flv then at the same time i publish it to the same fms 4.0 server with a different video name: "mergedVideo".the asc at the fms server as following:

application.onAppStart = function()
{
trace("app start : " + application.name);

[code]...

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Feb 27, 2011

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[code]...

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<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="[URL]" layout="absolute" creationComplete="init();">
<mx:Script> <![CDATA[
import mx.controls.Alert;
import mx.core.mx_internal;
import flash.media.Camera;
[Code] .....
So, I play the record video , but there is no image , just voice

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Media Server :: Stream.play (live_from_FMLE, -1, 4500, True) Got No NetStream.Play.Start?

Nov 5, 2010

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I'm using Flash to play a RTMP stream to a Wowza server.

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Media Server :: Get NetStream.time On The Serverside?

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I'm using the following code to attempt to get netStream.time on the serverside.....i've tried various ways googled it but have come up short...what code do i need to use so i can track a streams progress from the server side?
 
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Media Server :: Multiple NetStream Creation?

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Media Server :: Unable To Publish To CDN Level3

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Media Server :: Fms - Publish Mic And Camera With Another File?

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i have problem with publish with fms.i have a song play in back i have microphone to sing and camera when  publish in mp4 the voice is ok and camera good. But the song play in background dont have good quality. 
 
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Media Server :: Publish A Stream From The Camera?

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Media Server :: NetStream BytesLoaded Not Registering With Streaming?

Jul 10, 2009

I'm working with a custom made Flash video player using FMS (Wowza, actually).The video is working, yet when I access the BytesLoaded and BytesTotal,I get 0 (zero) for each.This even persists as the video is loading and playing.It's as if it is not even being registered at all.Here's the code:

var amountPlayed:Number = Math.round(ns.time * tlInterval) / Math.round(duration * tlInterval) * tlInterval;
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I tested this with a similar player that uses progressive downloading instead, and I get real data.

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