I'm building a pretty simple player and have a a buffer size set on my MediaPlayer (mediaPlayer.bufferTime = BUFFER_TIME). That's working but I want to show a graphic whenever it starts to buffer. I have an Event Listener on my mediaplayer to show and hide but it doesn't seem to be working properly.[code]...
I have a HTTP video player built using Adobe's OSMF and I am experiencing a strange behavior when trying to seek within a subclip.The player requests data from the server using URL like "http:[url]...." to get the full video, and appends "?begin=123456" to request a subclip starting at 123456 bytes offset.Whenever I try to seek within a loaded subclip, the playhead just drops to the start of the subclip and the video plays from there. Although both mediaPlayer.canSeek() and mediaPlayer.canSeekTo(newtime) return true.
I am looking to build a custom OSMF player such as this OSMF player sample, however I only have Flash CS but not Flex. Is it possible to build a OSMF player without using Flex?
I've written a little OSMF player that streams via RTMP from Amazon Cloudfront. There's a known issue, the mp3 duration is not correctly readed from metadata and thus the seek function is not working. I know there's a workaround implying the use of getStreamLength function of NetConnection, which I successfully implemented in a previous non-OSMF player, but now I don't know how and when to call it, in terms of OSMF Events and Traits. This code is not working:
What's the best way to check whether there is video data (or not) in a live RTMP stream? For example, if a broadcast terminates, can I auto-detect that condition, to perform some sort of "thank you for watching" behavior?Also, how can I know if a visitor somehow gets disconnected from the Internet during the broadcast? (So I can notify the visitor of the problem, and give instruction.)
I downloaded OSMF Sample player and opened osmf.html, (C:playerosmf.html)it worked perfectly without any problem.The same file when I deployed onto tomcat server,[URL] I get the error "The specified capability is not currently supported" while debugging.
Live streaming and a buffer on a NetStream do not mix. Why? The docs don't say you can't do this.The playback gets hosed. Buffer is supposed to fill to what you set it to before playing. Instead though, about half the time, the player starts playing right away and disregards the buffer time you've set. Then you get caught in short buffering and rebuffering cycles that degrades the playback experience.
Give it a shot yourself. Here is the simplest of live streaming video players. No frills. Just connect it to your live stream by changing the defaultURL string and stream name in the ns.play() statement.
Run it in Flex debug mode. It will check and print the ns.bufferLength property every second. The buffer is set to 20 secs currently. Last time I ran it, I never made it above 2 seconds in the buffer. Player started playing right away instead of buffering the full 20 secs first. Sometimes you get to the full 20 and sometimes not.
On my website, I want my user to be able to launch video 2 at any point in the middle of video 1 without waiting or refreshing the window. How can I buffer the two videos such that I buffer video 1 enough to let it start playing, and then buffer just enough of video 2 that if the user launches it at any point, he does not have to wait to view its first few seconds, and then I can come back and buffer the rest of video 1? If this is not possible, I could also look at buffering video 1 and 2 in parallel while playing only video 1.
I need a feature of allowing buffering the video when it's paused, which I cannot find how to do it directly... I notice that, when I pause the video, the event "NetStream.Buffer.Flush" is triggered. And according to the language reference: "Data has finished streaming, and the remaining buffer will be emptied.", I have to re-buffer it, right? However, also according to the reference, it shouldn't stop buffering:
I am developing a video player using the OSMF library. I have the problem that I sometimes lose the connection to the server. So I set up an object that watches the connection to the server and in case of connection lost it tries a limited number of times to reconnect before giving up. Everything works just fine except for the message that I get on the debugger version of the player which states:[code]But I still get the error. The onNetStatus method gets events like NETSTREAM_BUFFER_EMPTY, NETSTREAM_BUFFER_FULL or NETSTREAM_PLAY_START but not NETSTREAM_PLAY_STREAMNOTFOUND.
I am having an issue with sockets where the data I'm sending is getting truncated on the client side (Flash/Flex). The data that is sent by my server is full and in tact, but flash does not wait the appropriate amount of time before firing an event saying to read the data. This results in the data not getting fully read and (as such) I can't parse the object out of it after that. We are exploring the possibility of stripping the object into smaller chunks, but the idea is for it to be as lightweight as possible so we would much rather get it to work the way it's supposed to than patch in a temporary solution.I'm not entirely sure if referring to it as the receive 'buffer' is correct, as some computers are able to receive all of the data and others are having it truncated (which means the buffer is adequate but flash isn't waiting the appropriate amount of time to dispatch the event for whatever the reason).
I've made a custom video player in as3. Everything works, but once a video has loaded and played through completely, if the user replays the video it continuously fires the NetStream.Buffer.Flush event until the video stops playing again (by either ending or by the user hitting pause). It doesn't seem to effect anything negatively, but I would rather not have an event continuously firing in the background like that. I can't find any documentation of this happening online anywhere. Is this normal behavior for a NetStream that has fully loaded?
I'm working on a local application ( it's not a website or nothing related ) and I have various FLVs with a very simple encryptation method (just like adding 10 at each byte). I can load/play them using NetStream.appendBytes() after my decrypt, but that happens only after I read all video data. What I really need is to stream those videos from a remote url, and decrypting while receiving data, using a OSMF player that I already have.
This is my current code just to play my decoded FLV byte array
private function playBytes(bytes:ByteArray):void { // detecting it's header if (bytes.readUTFBytes(3) != "FLV")
OSMV is very thick so so I'm trying to put a series of minimalist tutorials and again I'm stuck with something that should be dead simple.I have a VideoElement that I added to a MediaPlayer. Now now do I set the size of the video?I'd like to just set the size on the mediaPlayer or MediaElement and not include 20 layout classes like the OSMF examples.
private function handle_elementLoaded(e:MediaFactoryEvent):void { mediaPlayer = new MediaPlayer(e.mediaElement); [code]....
I'm trying to add a cuepoint to a video using OSMF. I built an OSMF video player, and I'd like to use this instead of the FLVPlayback component, which seems like the only way to add an actionscript cuepoint? Anyhow, I created a cuepoint by writing this:
The Flex 4.1 SDK ships with OSMF 1.0. For new features, OSMF can be updated. Adding the updated osmf.swc to a Flex 4.1 project, I get error messages as soon as I add an OSMF component in my application (VideoDisplay in the sceenshot): Screenshot: [URL].png OSMF 1.5 download page According to the documentation, OSMF 1.5 should work with the Flex 4.1 SDK. Unfortunately, I have to stick to Flex 4.1 because Flash 10.1 needs to be supported (Flex 4.5 needs Flash 10.2) When I change the SDK to version 4.5, the error messages disappears and it compiles as expected. --> Is the documentation wrong about supporting Flex 4.1 or am I doing something wrong?
How would one create a video or audio stream using OSMF when there must be basic authentication on the url?Can one feed in Audio/Video using HTTPService to provide the header authentication?
I'm working on a local application ( it's not a website or nothing related ) and I have various FLVs with a very simple encryptation method by now (just like adding 10 at each byte).
I can load/play them using NetStream.appendBytes() after decrypting, but that happens only after I read all video data it's not streamed.
What I really need is to stream those videos from a remote url, and decrypting while receiving data, using a OSMF based player that I already have built. I'm lost on how OSMF deals with FLV, otherwise, I would try to create a plugin or something like. .
find a way to load a local file using OSMF, passing a ByteArray value, instead of a url (below). Or even giving me directions to create a OSMF plugin to solve my problem.
videoElement.resource = "video_url/video.flv";
This is my current code just to play my decoded FLV byte array
private function playBytes(bytes:ByteArray):void { // detecting it's header if (bytes.readUTFBytes(3) != "FLV")
I have some flash .FLV videos that I've posted to a clients website using the built-in Flash skins (Halo is what I'm using) My client would like to be able to see a moving buffer of how much video has downloaded so the viewers will know when the video is about to clip.Standard stuff but not sure if the built-in flash player for DW has that option Can anyone tell me if it does or not What would be the best way to get a buffer indicator (not pre-loader) into a flash player if not?
I have a Net Stream object that I am using to stream video from an Amazon Flash Media Streaming service.The video makes a connection and plays fine but randomly it seems to just freeze and the only way to get it to work again is to re-establish the connection. I have tried to put other videos in that amazon bucket as well and they seem to play fine. this happens when it is in .FLV form and .mp4 format.
I have set the buffer time to be 5 seconds and i watch the output of the buffer to see the % of full it is. when the problem occurs the buffer 5 goes from 100 to 0 and then it throws a Buffer fail error (i'm using OVP framework).I have come to the conclusion that it is either a video encoding problem or perhaps there is a firewall issue that blocks the data from getting through.
I notice that, when I pause the video, the event "NetStream.Buffer.Flush" is triggered. And according to the language reference: "Data has finished streaming, and the remaining buffer will be emptied.", I have to re-buffer it, right? However, also according to the reference, it shouldn't stop buffering:
Starting with Flash Player 9.0.115.0, Flash Player no longer clears the buffer when NetStream.pause() is called. This behavior is called "smart pause". Before Flash Player 9.0.115.0, Flash Player waited for the buffer to fill up before resuming playback, which often caused a delay.
I'm using Flash Professional to do the debugging, and the traced version number is: MAC 10,0,22,91, and it appears for both FMS4 and red5.
Ok, so I have tried and tried to figure this out. Of course in the test environment everything works beautifully, but when I test my swf on my site, thats when the sh*t hits the fan.
The problem is my buffer bar wont show up until the video is completly loaded. In flash however, it loads across as the video is downloaded, like it's supposed to.
Go to my site to see what I am talking about. The loader bar appears uder the progress bar, exactly like on youtube. www.blankensteincreations.com
I am developing an web application in flex which have a feature of recording the runtime by having a snapshot of each frames then encoding it into a ByteArray for video playback. I am currently using NetStream.appendBytes() for playing the ByteArray FLV. It is working, but I just found out about OSMF and thinking bout integrating it in my application. It is it possible to play the flv byteArray in OSMF?
I use OSMF's SWFElement for my project to load SWF file in to main Application but the main app can't detect event from child SWF at all, .CODE in the Main App
mediaPlayerSprite = new MediaPlayerSprite(); var swfElement:SWFElement = new SWFElement();[code]....
CODE in the Child Flash SWF using Flash CS3 add code in The FLASH TimeLine
I have written a program to publish the audio and video data to the FMS. I am publishing the video data to FMS in live mode and trying to play back via OSMF player. When i start publishing video data in the livepkgr application folder of FMS files like .bootstrap, .control, .meta are getting created. But when i try to playback via OSMFplayer i will get error 1009 and one intersting thing what i have observed is after 7 minutes this error won't come and OSMF player starts playing properly. give the solution for error 1009 which comes only for first 7 minutes?
I am trying to use BitmapData.draw() on a video object, but using the OSMF framework.My hosting service has set up the following so that I can access my rtmp video:
I'm setting up a simple little OSMF-based media player, and I have hooked up the org.osmf.captioning plugin found in the samples. It is working just groovy with video, but I also have audio files to play with captions, and it doesn't seem to do anything for those. On initial inspection, I can't see anything in the plugin that ties it to a specific type of media. Nor can I find any indication that the timeline metadata used for captioning is only relevant to certain types of media. Does the captioning plugin support audio playback? Might I have set it up incorrectly?