I made an interface that laods a FLV video (as far as I know this is progressive download as I'm not using any Flash Media server or whatever).The point is that I added a Button on the stage with the following code:
on (release) { _root.stream_ns.seek(15); }
I also have a event catcher like this in the main timeline:
I am working on an app that will take a snapshot of an rtmp stream of an archived video, save it to a file, and ExternalInterface the file name to the hosting page to javascript it up for display.
I actually have all pieces working great. The only time an error is thrown is when I pause the video, seek to somewhere, and then try to take a snapshot. Then there is a runtime error of: SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: mySwf.swf cannot access rtmp://myFlashServer/myApp. No policy files granted access.I've seen post after post of suggestions and have tried them, but without success.
I have the crossdomain.xml and my FlashMediaServer security setup fine (it is actually working, except for this one glitch). It just seems to be the pause-then-seek-then-BitMapData.draw() combination which is creating issues.
Another weird thing: after the error is thrown, if I resume the stream and take a snapshot, it works flawlessly again.
When working with MOV files using the h.264 codec and AAC sound I am unable to get netStream.seek to work correctly. No matter what argument I pass to netStream.seek it will always seek to 0. I have this problem on both a legacy as2 and a newer as3 video player I have built. Regular flvs work perfectly on both players.
I have a series of movie clips (flv's). All are the same movie clip of a rotating object but it's different colour in each clip.When one clip is playing and I click to play another, I would like the clicked movie clip to start playing from the same position at which the previous clip was at. So if a clip had played for 3 seconds and I click a different clip, I would like it to seek and play from 3 seconds instead of 0.[code]Can anyone tell me how I would go about tracking the data of how many seconds of a clip has played?My guess is that it will either be metadata or NetStatusEvent related.
I am working on a Flash Video player and am implementing the ability to start a video at x time within the span of an FLV (served from FMS). I am able to start it x seconds into a stream without any issue using
netStream.play(source, startTime);
but as far as I can tell, it only supports seconds. I am looking to be able to give a start time (or even a seek time if that is supported) in milliseconds, or really anything more precise than whole seconds.
Anyone know of any way to achieve this even by monkey patching the fl classes?
The problem is that I have an fla video player that uses the netstream class in order to pull a stream (mp4 h264), I've tried this with a few different mp4 files and they all behave the same..Basically, when I goto seek to a position, say 10 seconds into a 300 second mp4, the movie buffer goes blank and my readout of the current time I can see climbing from around 7 seconds and keeps going all the way to the end.. almost as if the seek command is trying to find a keyframe where it can resume from..I'm using http (not rtmp), and thus streaming directly from naive http.After awhile I decided to use the FLVPlayback component, set the source to the same, and it read in some initial metadata.. when I try the movie with the FLVPlayback component I can pause, seek resume to any position without problem, at first I was thinking the problem might have been http related but if the FLVPlayback component works then I'm a little stuck..Also note that I've checked the seekpoints of the movies and there are TONS of them, so the seek command should be able to find a nearby seekpoint to where I suggest.
When working with MOV files using the h.264 codec and AAC sound I am unable to get netStream.seek to work correctly. No matter what argument I pass to netStream.seek it will always seek to 0. I have this problem on both a legacy as2 and a newer as3 video player I have built. Regular flv work perfectly on both players.
I'm trying to play an FLV using the Netstream class - standard stuff, really using nothing more complex than things you can find in the help files. I've created a control panel with a bar you can use to click and drag and scrub through the video.
Exporting to Flash Player 9, it's working fine and I can scrub through the video, but only while the FLV is still loading. As soon as it hits 100% the scrubbing (using Netstream.seek()) becomes incredibly unresponsive, almost to the point of crashing the player.
I've killed all ENTER_FRAMES, removed all unnecessary listeners and nullified everything I can think of but something massively resource-intensive seems to be kicking in as soon as the load finishes.
Has anyone ever seen this? I've never come across this and can't find anything similar across assorted forums.
Code below but I don't think the mouse-move drag actions are the problem! Fine in the Flash CS4 IDE, broken in the browser.
// Drag private function dragVideo(e:MouseEvent):void { // Match the x position of the dragger to the x position of the mouse videoControls.progressBar.dragger.x = videoControls.progressBar.barInner.mouseX;
I am implementing a video player in Actionscript and I need to be able to define the starting play time for the videos. Netstream.seek(pos) works for flv files but fails for H.264 files (the player starts playing the video from the beginning). Anyone knows what might be the problem? (I am using Netstream for this instead of adding a parameter with the starting time when I call the Netstream.play method because I don't have Flash Media Server).
I have a "video on demand" video that I'd like to seek at any point of the video. It's playing on a Motorola Xoom tablet. I can seek to the beginning of the video when the playhead is near the beginning. However, if I the playhead is towards the end of the video and I attempt to seek to the beginning of the video, the video seeks many seconds after the start of the video. I thought this might be a buffering issue, so I set inBufferSeek to true, but I still have the same issue.
I am using OSMF v1.0 along with FMS 3.5.3 and flash player 10.1. Whenever i do a seek, lets say to a time 't'. Netstream.time gives me an incorrect result which is more than 1.5*t (varies). So if i seek to 100, i get netstream.time as approx. 160. I also noticed, 'NetStream.info.VideoBufferLength' goes very high (from around 3-4 to 50-60) just before the Netstream.time parameter gets updated and drops backs after update.
I am working with a short vocal track and when the audio ends I would like a replay button to appear. The codes should work fine, no errors appear. Trace displays nothing...Here is some of the code:
var clip = "testClip.mp3"; //Create the Sound & SoundChannel Objs var soundReq:URLRequest = new URLRequest(clip);
So I am trying to essentially have one class dispatch an event into the flow when it is added to the stage, and have another class catch the event, but I'm having problems. I set up a little test to simplify/display the problem I'm having. There are 2 classes, and then just some init code on the timeline.
This should be easy but I can't figure out. The sound is playing which means the mp3 file was successfully loaded but SOUND_COMPLETE event does not trigger
Code: private var soundReq:URLRequest = new URLRequest("blabla.mp3"); private var sound:Sound = new Sound();
I'm trying to trigger this page turn event without having to click the page. I want it to go based on a timer event, where lets say after 30 seconds it turns the page. Unfortunately this is all in AS2, so I'm having trouble figuring out the correct way to go about doing this. function is called startFlip, and I need it to be enabled at 30 seconds instead of an on press function from the page button I originally had.
I'm importing my video and playing it almost like a light box module. Everything is working but what i need to do next is figure out at the end of the video trigger a function that will kill the video and remove the child. How can i detect the end of the flv? I'm using Flash to import it/ stream it to the movieclip.
I'm trying to run some simple code for a Flash slideshow involving the SOUND_COMPLETE event.All I'm trying to do is to get to the next frame where my nav buttons show up after the current audio file plays completely.I'm aware that new Sound Channel object is returned after the audio file plays and a new eventListener is required, but I've inserted a new listener in every place imaginable and I still can't get this to work.Here's my code.
var soundReq:URLRequest = new URLRequest("Slide_1.mp3"); var sound:Sound = new Sound(); var oneSoundChannel:SoundChannel = new SoundChannel();[code]...........
I'm working on an web app that requires a multiple file uploader and I've hit a dead end. I'm using FileReferenceList for selecting the files to be uploaded, but there seems to be a bug in the Chrome Flash Player plugin, when selecting lots of files at once.The uploader must allow up to 300 files to be uploaded, but when selecting more than 232, the FileReferenceList triggers Event.CANCEL instead of Event.SELECT.I've found a bug report for this exact problem here:[url]......
I need several buttons to be within the one mc, having an action (zoom + scale) apply to all of them together.But each button should trigger a second mc that is not within the first mc. (because the second mc should be scaled and zoomed along with the first mc.)So: button placed within mc. What action script to assign to the button to trigger an event not within the mc. ?
I have an mp3 in a website, and i want that after the music as played for 11 seconds an image appears. So, can i make a trigger event in the mp3 so that after 11 seconds of playing the mp3, my image would show? I dont have the mp3 in the swf. It loads externally..
What's the most efficient way to run code after a loop has finished? My guess is that there's an event that flash will listen for when the loop has completed, but I can't find anything like that.
why my function "replicaLoop" doesn't run?? I'm sure the function will work but it's not running
var replicaConnection:NetConnection = new NetConnection(); replicaConnection.connect(null); var replicaStream:NetStream = new NetStream(replicaConnection); replicaStream.play("replica.flv"); var replicaListener:Object = new Object(); [Code]....