Actionscript 3 :: Get The Bytearray From The Image And Sound From The Client's Webcam?
Dec 13, 2010
i try to get a bytearray from a webcam. i can get the image of the webcam, copy it to bitmapdata and get the bytearray. but is it possible to get the bytearray from the image and sound from the client's webcam?
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Feb 16, 2011
I am working on a game, made with Flash (using AS3) The game has a fast ball and when this ball hits an object it has to make a sound... but the sound starts with delay (so the ball is far away when the sound is played).This sound is edited by me and it hasn't got any silences at the beginning.The method i'm currently using is the simplest one:
public var sonidoPuntos1:sonidopunto1 = new sonidopunto1()
and then...
sonidoPuntos1.play()
I am trying to introduce the file into a ByteArray and then playing it from there...
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Sep 12, 2009
i am rendering a BitmapData from my webcam and sending the rendered ByteArray(i cant compress using ZLIB because its not running on AIR) file as binary to a server side. problem is each JPEG picture is around 40kb and it needs to be compressed a bit.now i am not talking about resizing the image, just making the file size smaller. anyone know how to do this?
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Nov 11, 2009
I'm having some trouble getting the following code to work - trying to use the new Sound.extract() function to get two seconds of a Sound into a ByteArray, and then create a new bytearray with a WAV header, and then output the file. The resulting 'test.wav' file sounds very wrong although slightly recognisable? I think I may have some of the WAV header settings may be wrong but I'm not quite sure what's the matter and after a long time scratching
[Code]...
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Jun 8, 2010
It's a bit vague - the whole thing with AMF. On one hand we have a client capable of serializing and sending everything from integers to XML documents and ByteArray streams, but on the other hand we have the FMS with a JavaScript host. Where is the bridge? :-) I mean how does one work with the objects, in particular, a ByteArray, received through the [generic] wire? It's easy with numbers and strings, but no word on more complex objects.
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Sep 29, 2010
where to start looking if I want to try and broadcast a live webcam on a webpage client to server to browser?
I want to be able broadcast a live webcam from a machine in location x to a remote server at location y and for the server at location y to display it on a webpage.
I have posted on here before as acidman but can't remember my password!
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Dec 2, 2011
I'm trying to create a simple application that streams the webcam to FMS 4.5 (running on a Windows 7 machine), and then displays the published stream locally. Here's my code:
import flash.net.NetStream;
import flash.media.Video;
import fl.video.FLVPlayback;
import flash.events.NetStatusEvent;
[Code]...
All traces in the event handlers show the NetConnection connecting successfully, and the netstream publishing successfully. However, I get no video output from this. I've confirmed this using the sample video player in FMS 4.5 as well. There is also a weird traffic pattern reported in the FMS Admin console.There is some traffic (~4K) when the NetStream first publishes, but after that there is no activity.
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Feb 3, 2010
I have a sound-file (.wav, could be any format) saved in a ByteArray. How can I play it as a Sound? I've heard it should work with SoundChannels and stuff, but I don't know how...
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Feb 10, 2010
I'm trying to write a simple sound recorder and am having trouble playing sound stored by using the sampledataevent trigger. My code is as follows:
Code:
import flash.display.Sprite;
import flash.media.Microphone;
import flash.events.*;
[Code].....
When the playFoReal function (sorry for the name!) is called no sound plays. I know my as is bad but I only started learning recently and really need to get this program working! There don't seem to be many examples to look at as I guess this technique is rather new.
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Jun 29, 2010
When I extract the bytearray of a sound file I get the raw audio data. Is it possible from that raw audio data to get the decibels?
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Mar 4, 2010
I'm trying to convert the byteArray of a Sound Object to an array with floats. The Sound Object plays back fine & at full length, but the float Array i get from it is cut off (but sounds correct), so i must be doing something wrong in the conversion:[code]The top two channels are the original Sound Object.The lower two is the float Array Data. I aligned them so you can see that the beginning is cut off and obviously the length is incorrect.
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Mar 15, 2010
doing sound recording and playback in flash. I found this code from a tutorial and converted it to a flash document. From my traces, the record functions seem to be called. But when I try to play back the data, it tells me that the byteArray is empty. I've tested and I know that my microphone is working.
When I trace the size of the ByteArray, it returns 0;
So why does no data get recorded into the ByteArray?
output:
Recording
Stopped recording
Start Playing
Play Data - NO DATA
[Code]....
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Mar 17, 2011
I'm using the following to extract the sound data from a sound object and store this in a byte array.
I require that the entire mp3 be loaded into the bytearray before advancing and the below works fine for this purpose however flash temporarily hangs while it extracts this data (2.4mb mp3)
Is there a way i can stop it from hanging i.e. use an eventlistener to check the progress of the extract process?
[Code]...
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Oct 25, 2009
I have a buffer with MP3 data (If I would save this buffer and call it buffer.mp3 it would play, but in this situation I should not save it to file system). I have to play it, but I can not, what shall I do? I tried the next code to play that buffrer(ByteArrayStream) (I get MP3 data from server the method of getting data works fine (tested on text int's etc) I call the returned ByteArray readResponse because I have some seading method and It is it's response).
[Code]....
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Oct 17, 2011
if i will load my mp3 to bytearray and then play the bytearray it will beat the latency we have in playing sounds normally?
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Jan 30, 2012
I'm trying to build a play back progress bar for an audio recorded from the users microphone. It works okay but when I play back I can't figure out how long the audio is so I can calculate percent played for animating a progress bar. Most of these snippets can be found in LiveDocs and online examples from bytearray.org. Audio is stored in the bytearray and the sound is played back in a sound channel.
[Code]...
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Oct 9, 2011
No I have installed fms4.5, but I can't find good docs how to set something like this up. In Learning section I saw a lesson, but this one isn't ready.So I want to publish using flash and the subscribers to the livestream can be iPhones or Browsers.
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Apr 6, 2011
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);
[Code]...
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Dec 2, 2011
I have a byteArray of recorded sound.But how can I transfer the ByteArray data back to a real Sound object?I know that I can pass the ByteArray to an SampleDataEvent.SAMPLE_DATA listener , but that way I would have to keep the raw ByteArray and pass it every time the sound plays.
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Feb 1, 2010
We're building a web-based application that requires heavy image processing. We'd like this processing load to be on the client as much as possible and we'd like to support as much platforms (even mobiles) as much as possible. Here's the info: Image processing is rasterization from some data. Think like creating a PNG image from a PDF file. We don't have a lot of server power. So client-side processing is a bit of a must.
So, we're considering: Flash - most widespread, but from what i read has lackluster development tools. (and no iPhone/iPad support for now). Silverlight - allows us to use .NET CLR, so a big ++ (a lot of code is in .NET). But is not supported for most mobiles ( rumored android support in the future) HTML5 + Javascript - probably the most "portable" option. The problem is having to rewrite all that image processing code in Javascript.
Clarification: I don't need further ideas on what libraries are available for Silverlight and Javascript. My dilemma is choosing Silverlight means no support for most mobiles choosing Flash means we have to redevelop most of our code AND no iPhone/iPad support HTML5 + Javascript we have to redevelop most of our code and not fully supported yet in all browsers choosing two (Silverlight + Flash) will be too costly Any out-of-the-box or bright ideas / alternatives
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Sep 11, 2009
i know the way to capture the mic's sound,My idea is to make an application to record songs palyed by other app,like Windows Media Player,Yes, Just capture from the soundcard,
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Oct 7, 2009
I'm working on a school project that will work so that a webcam can scan a grid of colors and determine what color it is and there by playing a sound that is connected to that color. You can then create music by drawing different colors on a grid.
So I managed to import the webcam image to flash, and that's all. How do I Proceed?
* How do I get the webcam to detect colors? (Green, Blue, Red, Yellow and Black)
* How do I connect these color detections to start playing a sound/movieclip?
This is the code id used to import the webcam.
Code:
import flash.media.Camera;
import flash.media.Video;
var camera:Camera = Camera.getCamera();
if (camera != null) {
video.attachCamera(camera);
} else {
trace("You need a camera.");
}
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Sep 6, 2009
var myFile:File = new File("./test.jpg");
var myFileStream1:FileStream = new FileStream();
myFileStream1.open(myFile, FileMode.READ);[code].....
now how can i add byte variable to the canvas ? for example
var canvas:Canvas = new Canvas();
canvas.addChild(byte);
is it possible to add ByteArray to the canvas?
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Nov 12, 2009
I am wondering if it is possible to get a url to some image on google, say a square (jpg/png/gif), and process it into an SVG. Is this possible?
Right now I'm getting ByteArray data in Actionscript by making a URLRequest('image/on/google'), with dataFormat="binary". I don't think Actionscript could handle/do it, but maybe it could. I'm also good with Ruby, so perhaps is this possible with Ruby?
If so, any sample code/libraries to get started?
I guess another way to ask it is, how do I convert a Bitmap to a set of Vector Paths like Adobe Illustrator does?
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Oct 25, 2011
I am wondering if there is any way to determine the width and height of an image that is decoded to a ByteArray.For example in the below, any way to determine these values for data?
var data:ByteArray = new ByteArray();
data = encoded_image.decode(byteArrayData);
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Nov 1, 2010
I have problems with the load of an image from a ByteArray, I can't get the image size, witch I need to position the image. Strange thing is that the image is showed to me correctly.
My code is something like this:
ActionScript Code:
var data:ByteArray; //Here are saved the raw image data (JPG, PNG, etc)
...
var img:Loader = new Loader();
img.loadBytes(data);
[Code].....
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Aug 19, 2011
I have been searching in forums and I couldn't find an answer so I thought maybe I should ask.
I wrote a script that allows user to select a local file, which gets resized if it exceeds the width/height limits I specified, and finally this file gets uploaded to the server.
In documentation it writes the same max sizes for BitmapData and Loader:
Quote:
In AIR 1.5 and Flash Player 10, the maximum size for a loaded image is 8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels. (So, if a loaded image is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier and AIR 1.1 and earlier, the limitation is 2,880 pixels in height and 2,880 pixels in width.
So what I need is to check the file size (width and height) before I attempt to load the bytes of the file into a loader. I'm limited to the ByteArray that I get by the load of the file via a FileReference instance.
Has anybody seen a source where you can get that data out of a ByteArray prior to loading it into a DisplayObject?
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May 22, 2009
I'm capturing an image from an swf and transmitting it as a byteArray to a php file. Everything seems OK in capturing and sending the data but the final image doesn't display and says it is corrupt.
I'm not sure if i need to do something to the byteArray or if there is something wrong on the php side that is causing the error?
I'm using stuff I've found on other posts and haven't tried JPGEncoder yet which is mentioned in some of those posts and examples. I thought it would be simple enough if it was just a getPixels() and wouldn't need JPGEncoder.
here is my AS3 code:
PHP Code:
// owl is mc with image on stage
var bitty:BitmapData = new BitmapData(owl.width, owl.height);
bitty.draw(owl);
//
[Code].....
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Apr 14, 2012
I'm trying to upload a photo on Facebook using Javascript SDK. In particular I generate a base64 encoded bytearray from my Actionscript3 app, I pass it to Javascript file using ExternalInterface, and from that I decode the bytearray and I try to upload to FB. But it give me this error:
{"error":{"message":"(#324) Requires upload file","type":"OAuthException","code":324}}
I tried to upload an image simply from url, and in that way it goes well! This is my Javascript code:
upPhoto:function(photo) {
var img = F.decode_base64(photo);
FB.api('/me/photos', 'post', {
message:'test',
fileName:'test',
[Code] .....
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Oct 20, 2009
I am trying to display a bytearray as a resized image. The Image is displaying correctly, but the sizing is off. Let me explain.
First I have the image data encoded so I need to decode the image data
// Instantiate decoder
var decoder:Base64Decoder = new Base64Decoder();
// Decode image data
[Code]....
This works. The image is displayed correctly. However, if I hardcode the image (img) height the resized image is shown correctly, but within a box with the original image's dimensions.
For example, if the original image has a height of 300px and a width of 200px and the img.height property is set to 75; the resized image with height of 75 is shown correctly. But the resized image is shown in the upper left corner of the img container that is still set to a height of 300px and a width of 200px. Why does it do that? And what is the fix?
The best way to illustrate the problem is by placing the image inside a VBox and show the borders of the VBox. From the code block above, if I change the image height and set the image to maintain aspect ratio (which by default is set to true but I add it here for completeness). the problem becomes clear.
// Display image
var img:Image = new Image();
img.height = 75; // Hardcode image height (thumbnail)
img.maintainAspectRatio = true;
[Code].....
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